Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education Degrees
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Procedure
2.3. Instruments and Data Analysis
3. Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Subcategory: Negative Preconceptions About the Game | |
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Explanation | Examples of Quotations |
Approximately 25% of the participating students displayed pre-existing biases towards video games and games in general. These stereotypes stemmed from viewing video games as a dull activity or a way to waste their time. These stereotypes may arise due to the lack of, or limited, gaming experience, as most of the students did not have this perception of video games as frivolous or unproductive forms of entertainment. | “I thought it was going to be a lot heavier than it was, I ended up liking it, thinking it was going to be boring”. “I didn’t think I would be good at it because I don’t like games”. |
Subcategory: Ability to Work in a Team | |
Explanation | Examples of Quotations |
The students highlight the benefit of being able to work as a team with their peers. They enjoyed the activity, in part, due to the effective collaboration with their colleagues, which not only facilitated the task at hand but also enhanced their collective creativity. This underscores the value of teamwork in fostering innovative ideas and problem-solving, as multiple perspectives and skills combine to generate more comprehensive and innovative results. | “I thought it was going to be a lot heavier than it was, I ended up liking it, thinking it was going to be boring”. “I didn’t think I would be good at it because I don’t like games”. |
Subcategory: Having Roles within the Team | |
Explanation | Examples of Quotations |
One aspect of the activity mentioned by the students is having roles within the team. The uniqueness of individual skills within a group context is highlighted. This notion underscores the value of diversity within a team, as the combination of different skills and strengths enhances the overall capability of the group. Essentially, teamwork becomes a platform to leverage each person’s expertise, much like it would be in their future professional endeavours. The concept of collaboration and its benefits in a group setting is also brought up, particularly within a breakout activity. It acknowledges that working with others exposes individuals to a wide range of ideas that they might not have considered independently. This process of idea exchange and collective brainstorming enriches the creative pool and leads to more innovative solutions. | “Each person brings certain skills that another person may not have as developed”. “With the breakout you learn to work in a group, each person brings a different idea that I might not have had on my own, and we design together”. |
Subcategory: Developing Social Skills | |
Explanation | Examples of Quotations |
The students emphasise the significance of collaboration and the development of social skills as social educators. The need for teamwork in dynamic situations is highlighted, and simultaneously, the value of participatory learning and the positive outcomes it can yield in terms of cooperation and creativity are underscored. However, some students acknowledged that the dynamic and cooperative nature of the workshop posed challenges for them precisely due to their lack of familiarity with activities that demand effective communication. | “I found it difficult, but it looks like we are in a very dynamic race and then we are going to have to work as a team to be able to improve our work, so it’s good to train for it”. “I liked this (the training workshop) because I was allowed to contribute ideas and my opinions were valued. It has helped me to improve cooperation and creativity”. “I did like working in a team in this workshop because you see what kind of ideas your colleagues have and those ideas usually reflect their tastes and so you get to know them better, and it is easier to develop something together than by yourself. “This makes the classes more dynamic, helps you get to know your classmates better and you learn to work as a team and see other points of view of the same activity”. “I have felt that classes can be a place to have fun and learn at the same time”. |
Subcategory: Working on the Curricular Content of the Course | |
Explanation | Examples of Quotations |
After the workshop, the majority of the students emphasise the educational potential of games. They perceive games as a resource that facilitates learning through active participation, enabling individuals to understand concepts on multiple levels. It is observed that, on one hand, the students mention games in a general sense, as tools that possess this educational capacity to convey instructional messages. By integrating interventions within a game, individuals can experience and reflect upon certain concepts or topics in a more immersive and interactive manner, enhancing their understanding and retention. On the other hand, at a specific level, they mention that games can address bullying and its consequences, as they enable experiential learning by allowing players to interact with scenarios that simulate real-life situations. This immersive experience can lead to heightened empathy and a more comprehensive understanding of complex topics like bullying. | “I have learnt how to include an intervention theme in a subtle way thanks to the game”. “I learned a bit more about the issue of bullying and its consequences”. |
Subcategory: Designing Play Resources for Professional Development | |
Explanation | Examples of Quotations |
Students highlight the workshop’s impact on the participants’ perspectives and practices. They emphasise the importance of creativity, collaboration, and the integration of modern approaches for effective and engaging interventions in the field of social education. | “What I value most about the workshop was that I had to “exploit” my imagination, but that it was fun to do it with my friends, and also... the possibilities of implementing this resource that we have as social educators”. “I have realised that new technologies and gamification can be a great ally for future interventions”. |
Subcategory: Learning ICT Resources | |
Explanation | Examples of Quotations |
It is observed that several participants mention that they are not familiar with the use of ICT (Information and Communication Technology). They mention that the breakout workshop has also helped them acquire the skill to effectively use Genially and recognise the importance of approaching projects from a fresh perspective. This implies a shift in their project management approach, emphasising the importance of capturing attention and avoiding monotony. This aligns with the understanding that engaging and visually appealing content can better communicate messages and ideas, making them more accessible and memorable. This suggests that the workshop introduced them to the potential of digital support in their professional tasks, demonstrating the importance of adapting to modern tools to stay relevant in an ever-evolving work environment. | “I have learned to work with genially, and also to give importance to directing projects in a different way. I mainly look for something that attracts attention and isn’t boring”. “Well, I liked the fact that creativity is put in value to create that atmosphere in the game, the need for all members to contribute ideas and the digital support, which I’m not really used to using it for work”. |
Subcategory: Feedback and Flexibility | |
Explanation | Examples of Quotations |
The participants expressed their positive experience of the activity, describing it as both enjoyable and educational. They highlight the dual nature of the activity, which blends entertainment with learning. This suggests that the activity was not only informative but also engaging, making the learning process more dynamic and enjoyable. Furthermore, they commend the teacher for playing a pivotal role in addressing numerous uncertainties. This underscores the importance of having a supportive and knowledgeable instructor who can guide participants through challenges and questions, contributing to a successful learning experience. | “It was a lot of fun and educational and the teacher helped us to solve many doubts”. “(The teacher) helps a lot to understand and motivates you to do your best”. “The teacher is attentive and flexible at all times:)” “The workshop is a way of working on different topics of interest to raise awareness that there are problems, and it is important to work on them”. |
Subcategory: Providing Resources | |
Explanation | Examples of Quotations |
Although feedback and flexibility were mainly highlighted as key aspects for the success of the workshop, some students also mention that the teacher can assist them in tasks such as suggesting potential topics and introducing tools for use. This showcases the teacher’s dedication to enhancing the educational experience by offering valuable guidance and resources. | “The teacher helped us a lot, showing us possible topics and tools to use”. |
Subcategory: More time/More Sessions | |
Explanation | Examples of Quotations |
There is a general interest and engagement towards the workshop. This perspective seems to imply that the current state of the breakout workshop is already effective for the students and leaves a significant impact. However, after the request for improvement suggestions, several students mention that they could benefit from additional time for exploration, discussion, or practice within the subject. This sentiment reflects a desire to delve deeper into the subject’s content or engage in more comprehensive learning activities. | “The truth is that it can’t be improved because it’s brutal, the only thing is more time”. “To have more time and exchange it between students”. |
Subcategory: Experiment with Escape Rooms/Breakouts Before Designing an Escape Room | |
Explanation | Examples of Quotations |
A few students mentioned that they could have benefited from previously participating in an escape room or breakout as participants since they had not experienced it before. This idea has also been taken into consideration, as experiencing the game can be highly beneficial before designing playful experiences. This indicates a shift from mere conceptual engagement to hands-on experience. These ideas underscore the desire to foster engagement, critical thinking, and problem-solving skills by placing participants in dynamic and interactive learning scenarios. | “I would like us to have a breakout or an escape room first to get some context”. “We want to make a physical escape room and do it for real among the participants”. |
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Rodríguez-Rivera, P.; Manzano-León, A.; Dapía Conde, M.D.; Rodríguez-Ferrer, J.M. Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education Degrees. Societies 2023, 13, 203. https://doi.org/10.3390/soc13090203
Rodríguez-Rivera P, Manzano-León A, Dapía Conde MD, Rodríguez-Ferrer JM. Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education Degrees. Societies. 2023; 13(9):203. https://doi.org/10.3390/soc13090203
Chicago/Turabian StyleRodríguez-Rivera, Paula, Ana Manzano-León, María Dolores Dapía Conde, and José M. Rodríguez-Ferrer. 2023. "Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education Degrees" Societies 13, no. 9: 203. https://doi.org/10.3390/soc13090203
APA StyleRodríguez-Rivera, P., Manzano-León, A., Dapía Conde, M. D., & Rodríguez-Ferrer, J. M. (2023). Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education Degrees. Societies, 13(9), 203. https://doi.org/10.3390/soc13090203