This report critically examines the implementation of information technology in a hypothetical World University model, focusing on a consumer loyalty scheme, the use of laptops and e-books, and the role of social media. It analyzes the effectiveness of these strategies in enhancing student engagement and learning outcomes. The report also explores two business solutions, Aardvark and Penguin, and their potential to further improve the model. By examining the strengths and weaknesses of these approaches, the report provides insights into the challenges and opportunities of managing information technology in a globalized educational environment.