Educational Hackathon: Innovation Contest for Innovation Pedagogy

Anu Suominen, Jari Jussila, Teppo Lundell, Marko Mikkola, Heli Aramo-Immonen

    Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review


    This paper addresses the educational hackthon as innovation pedagogy method for teaching fuzzy front end of innovation (FFEI) in higher education institutions (HEIs). Specifically it focuses on the process design and execution. This study is based on the idea that educational hackathons are a specific type of innovation contest aimed at teaching and learning, thus incorporating a set of design variables. Therefore, the paper reports a case study according to those variables in HEI teaching in university-industry-collaboration. This paper presents both the process description along with students’ learning and feedback, i.e. the development suggestions for the method. Presenting conclusions for both academic use and practical design of hackathons in teaching, the paper clarifies the literature of educational hackathons as a type of innovation pedagogy method, for teaching FFEI in HEIs beyond IT-industry.
    Original languageEnglish
    Title of host publicationInnovation, the Name of the Game: Proceedings of the 2018 ISPIM Innovation Conference (Stockholm)
    PublisherLappeenranta University of Technology
    Number of pages17
    ISBN (Print)978-952-335-219-3
    Publication statusPublished - 2018
    Publication typeA4 Article in conference proceedings
    EventISPIM Innovation Conference -
    Duration: 17 Jun 201820 Jun 2018

    Publication series

    NameLUT Scientific and Expertise Publications
    ISSN (Print)2243-3376


    ConferenceISPIM Innovation Conference

    Publication forum classification

    • No publication forum level


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