Making Creative Thinking Visible: Learner and Teacher Experiences of Boundary Objects as Epistemic Tools in Adolescent Classrooms
Abstract
1. Introduction
1.1. Defining Creative Thinking: A Theoretical Consensus
1.2. Creativity as a Process Rather than a Product
1.3. The Growing Importance of Creative Thinking in Education
1.4. Boundary Objects as Facilitators of Creative Thinking
1.5. Neuroscientific Evidence Supporting Boundary Objects in Adolescent Learning
1.6. Educational Applications and Evidence of Effectiveness
1.7. Relevance
- (i)
- To understand the experience of teenagers and their teachers when using boundary objects to learn, and whether this enables them to think creatively, across the curriculum on offer.
- (ii)
- To further understand how teenagers and their teachers experience using boundary objects in their lessons and what role they have in their learning and creative thinking.
- i.
- How do students describe their experiences of using boundary objects in their lessons, to learn?
- ii.
- How does the use of boundary objects trigger or support students’ creative thinking processes?
- iii.
- How do teachers perceive boundary objects in being effective (or limiting) in facilitating student creativity?
2. Methodology: Qualitative Multiple Case Study
2.1. Location and Sample
2.2. Materials and Tools
2.3. Procedure
- (1)
- What are you making?
- (2)
- To what extent is this boundary object/tech toy useful in the task you are doing this lesson?
- (3)
- Do you think your model is creative? Please explain why. (This was to seek authenticity in understanding how students view creative thinking).
- (4)
- Do you feel this activity allows you to be creative? If so, in what ways and if not, why not?
- (5)
- What is an activity that you are creative and explain why.
- (6)
- How do you feel about learning this way (i.e., using boundary objects)?
- (1)
- Overall question: What are the benefits/limitations of using boundary objects in a learning environment?
- (2)
- Why did you choose this/these boundary object (s) for the lesson?
- (3)
- To what degree do you think, boundary objects can be adapted, tailored or refined to meet the learning needs and your teaching?
- (4)
- How do you think the use of a boundary object facilitates the students’ creative thinking (if you think it does) and why if it doesn’t?
- (5)
- When students are engaged in a hands-on task, how do you feel the hands-on activity enables a student’s ability to retain the material being learned?
2.4. Data Analysis
3. Results—Student Case
3.1. Student Interview Analyses
- Real-world simulation and active learning
- Iterative design and metacognition
- Individual liberty and perspective-taking
- Memorable experiences and emotional engagement
- Creative connections and exploration.
3.1.1. Real World Simulation Active Learning
Quote 1, Figure 1a “Think for what was creative because … it’s quite … a unique idea … what we’re trying to do. We’re making a 3 wheeled vehicle which nobody else is doing in here today, so I think that’s quite creative … These pieces give us like a more, wide range of things to use and to get our head around to, like make it more advanced and better … Yeah. I think that allows us to explore creativity and much more than just books with writing … Cause with books and writing, we’re just memorising things all the time, but this we actually get to use our heads and like explore like opportunities with different things and how they work to solve a problem …”.(Digital Year 10)
Quote 2, Figure 1b “Because being an online, there’s only so much you can do with software. But as you’re creating things with your hand, anything is possible. So, us being able to build stuff that’s real and makes you think … yeah you’re constantly thinking … Like you can make any sized vehicle or any type of small vehicle but with LEGO Mindstorm you can make anything.”.(Digital Year 10)
Quote 3, Figure 1c “Yeah, as it’s more hands on … so you can think and do it. So, like you have the experience of doing it … it gets you thinking in different ways. Where to attach like the … pieces to make it like more compact, more like less weight so it can drive faster, thinking of physical physics and things”.(Computer Science Year 9)
Quote 4, Figure 1d “There’s a gadget … helps us then have like more hands on gives us hands on experiences so we can get a better understanding of the topic …”.(Computer Science Year 9)
Quote 5, Figure 2c “So for the holism today, I combined all the three bricks to represent a whole concept because that’s what holism is. And for reductionism, I separated the bricks, but I took a step further and I used the colours to represent something. So, the green one, I said the biological reductionism coz green can represent genes … and for the yellow bit I said maybe sunset, represents the environment and something that could be environmental reductionism. For this one I just took the whole human body … that can be the blood, the brain …”.(Psychology Year 13)
3.1.2. Iterative Design and Metacognition
Quote 6, Figure 3a “… a robot which is gonna drive itself from the one line to the other line. We have to measure how long this distance is … And then we had to make a code for it for it in order to go there … And how they have this code behind them for them to drive themselves … Because we have two motors, which means it is gonna … drive and all the motors are gonna spin once the code is already and also, we have to make a strong so I can hold the device on top as well … Some of the pieces are used in the same way but like 90% of it’s different it’s we did ourselves for, you know, not copy from anyone.”.(Computer Science Year 9)
Quote 7, Figure 3b,c “Allows us to be creative because the car is not already made and we have to be creative to make it and for to work as well and they have to be creative with the code because you have blocks and we have to connect them so they can now work … so that needs us to try things out and then start again like we just did … because we didn’t think about one bit that affected everything else … we’re struggling at the moment with a bracket because the brick is not secured into the Lego by default … Then you realise that you can’t secure the brick. So maybe if you have a little bit more time it would have been able to figure out creative ways to secure the brick in place while still having the wires”.(Digital, year 10)
Quote 8, Figure 4a “And how they have this code behind them for them to drive themselves … And I can feel the type … I can actually understand what I’m doing, and creating as well …”.(Computer Science Year 10)
Quote 9, Figure 6a “So the reason why we’d use this method with this board here, above all other types of methods, is that it’s physical. So, for me it allows me to actually work with different components and understand how they work, how they’d feel and then if there’s anything wrong, I can troubleshoot it … that requires creative thinking by physically seeing where it all connects for example …”.(Engineering Year 12)
Quote 10, Figure 6b “It does allow us to be creative because we can be given several types of scenarios where we have to think about what components we’d have to use, right, how we have to arrange it, and then even with those scenarios, we could either have it where it’s just purely pneumatics or you’d have to include the electrical boxes at the top of the machine or even having to programme my plc okay.”.(Engineering Year 13)
3.1.3. Individual Liberty and Perspective-Taking
Quote 11, Figure 4b “Using interactive digital things like CAD or unreal engine with Padlet to showcase our work is really cool because you are designing and interacting physically with the board and you can see your ideas come to life …”.(Digital Year 9)
Quote 12, Figure 5a “In my opinion … the LEGO and bricks gives you creative liberty … freedom to think and to use it in ways that you wouldn’t usually because there isn’t a piece of LEGO for everything. So, you’re kind of … you have to use what you have already existing to create new ideas and show your thinking because it’s not just putting things into word because sometimes you can’t. And it’s something the only way you can express something is by showing it physically. And I think Lego is a really good way to do that …”.(Psychology Year 13)
Quote 13, Figure 5b “… think in all topics we should have more freedom to do what we want and to be creative, not as in just do whatever you want. Learn what you want to but we can have a choice to pick and choose what would make us feel like we’re doing more or be more creative in our own way. We’re not just sitting down writing notes all day, just being more creative when you’re working …”.(History, Year 10)
3.1.4. Memorable Experiences and Emotional Engagement
Quote 14, Figure 2a “Here, you can see colour coding parts of the brain to their function linked to a coded map thing and then we have to explain a scenario or behaviour by doing that and you never forget it … it’s fun and so much is learned in those few minutes … this is a famous activity because it works … yeah it seems hard at first but it’s so simple … you have to imagine but you have this in front of you which helps you to make the connection … maybe it’s the colours …”.(Psychology, Year 12)
Quote 15, Figure 4a “It’s very helpful and useful as well for me to understand what’s behind programming and coding as well so I can visualise it in my head and understand them more for my real GC and know what to do that, so you think it’s going to help you in your exams. Because I can see how, how a couple of sentences (of code) can make the whole car move …”.(Computer science Year 10)
Quote 16,Figure 5c “… so it combines something that I enjoy with something which is very at first, very kind of complicated to understand. So, when I put something fun with something hard it makes understanding like a little bit easier for me, cause then I can connect stuff. For example, I could remember that I made this model, and I can link it with the model with the Bandura model …”.(Psychology Year 12)
3.1.5. Creative Connections and Exploration
Quote 17, Figure 1a “Allows us to be creative because the car is not already made and we have to be creative to make it and for to work as well and they have to be creative with the code because you have blocks and we have to connect them so they can now work … so that needs us to try things out and then start again like we just did … because we didn’t think about one bit that affected everything else …”.(Computer science, Year 10)
Quote 18, Figure 2b “Using 6 bricks, we did nature, nature. So, the way nature and nurture connects to each other. So … the environment works your biology and vice versa. Using this object is useful as you’re highlighting … you get to associate colours with certain things that you’re learning … Like … nature and you’ve got blue green … So, it’s helping you with association in the brain … but the fact that you thought that Oh pink maybe childhood and like red trauma for example, those colours …”.(Biology, Year 13)
Quote 19, Figure 7a “So … interpretation is based off the crisis that the Weimar Republic faced in 1923 … showed foundations … when they built back up after the occupation of the Ruhr and the hyperinflation is that it is sort of crumbling, is not stable with using gaps in the in the pillars that are underneath the flooring and then these are basically like just soldiers that, um, walk above these gaps and then this thing is supposed to represent like the money that they used … And yes, I do think it is creative as it doesn’t really contain much, but it contains just enough that you can really tell what is going on with all the gaps and stuff…”.(History, Year 10)
Quote 20, Figure 7b “… I think to be creative because outside of your words you have to actually make an object that represents what you’re thinking of to… like making mind maps like the way you connect certain topics each other. So, using something that could be tactile or something that’s object based that is not a typically writing. I think it makes it memorable. You actually remember or you can look at the model and be like ohh I made this because of this, for example here with medicine in history comparing before and now.”.(History, Year 9)







4. Results—Teacher Case
4.1. Teacher Interview Analyses
- User Experience—Usability, adaptability
- Curriculum Connection through instructional design
- Design process and creative thinking
- Learning retention through tangibility
- Critical thinking and metacognition.
4.1.1. User Experience—Usability, Adaptability
Quote 1: Science Teacher: “I find that LEGO is such a dynamic toy and tool … it’s just easy to use as it can mean different things to different people … it really helps students to bring in scientific thinking, alongside creative thinking … It’s easy, flexible and can be used in different ways.”
Quote 2: Geography Teacher: “… students … looking at specific models where you have to think about what did they actually connect together … it really helps them to think about keywords because some of the pieces … are very much mimicking the real world. So, they’ll have spoons and magnifying glasses … things you might not even think about …”
Quote 3: Computer Science Teacher: “They complement teaching really well … it’s quite flexible … lends itself well to abstract concepts, but also sequential concepts … following … steps and patterns and then algorithm works quite well … learners to have a kind of out-of-sequence approach … stretch our learners … also enable them to … change their designs …”
Quote 4: Digital Teacher “Physical blocks, digital building blocks … link together things like sensors and motors … you get a different output ‘n different input. You can also adapt them because you can programme things … understand what each of these blocks do … then put them together in new ways … coming up with a really mad, crazy way of linking these things together.”
4.1.2. Curriculum Connection Through Instructional Design
Quote 5: Computer Science Teacher: “Connect the experience … to complete a task … concepts they’re learning … more varied the links to the concepts, better they are to visualize … learners are now able to see a link between … the programming environment and then actually getting the object to do something versus seeing it on a screen.”
Quote 6: History: “So (boundary objects) … allows our learners to not be limited. They’re able to use autonomy and imagination to … build on what they understand … talk us through the thought process … understand the deep thinking behind choosing the objects or their representations and symbolism …”
Quote 7: Maths Teacher: “LEGO has met the Year 12 learning objective of understanding how Pascal’s triangle and the binomial expansion are used to expand brackets … learners discover for themselves other methods … it definitely does support an enhanced learning … it’s physical hands-on on they’re able to verbally tell … what they’re doing and why … that pivotal moment … And then for writing, that’s kind of stepping stone for the writing structure”
Quote 8: History Teacher: “Now obviously where they are writing about language and tone, the Lego can still show their perception … they were answering how far they thought the government were successful It was a fantastic activity to meet … the teaching needs … allowed learners to … those two layers to have the skills where sometimes in history we … find it very limiting …”
Quote 9: Physics Teacher: “My learning aims with LEGO are to model equations, physical processes, and science practical activities, and explain how the created models illustrate the set concept. The LEGO is very helpful in these terms.”
4.1.3. Design Process and Creative Thinking
Quote 10: Computer Science Teacher: “… They relate back to prior knowledge … they need to start working on a prototyping … once they get over the initial … engaging with the … playing with the object … development happens later on … they see past the aesthetics … they get the full the conceptual application …”
Quote 11: Digital Teacher: “In the VR lab … screens deliver concepts non-linearly … creates fluid, realistic, exploratory presentations … screen becomes a portal between thought process and explanation … Students learn inputs/outputs through play, using tools like Lego you can take just a handful of blocks and make an entire world … creating short movies in one lesson despite animation not being specified in curriculum”
Quote 12: Science Teacher “ … it helps them to think at a much deeper level … they will assign their own interpretation to the different pieces … they may not have all the pieces they want, so they have to improvise … think in a very divergent open-ended manner. And what could I use this piece to represent …”
Quote 13: English Teacher “… additional tool … highly engaging … students absolutely love the opportunity to create something completely original and unique and then to share … they’re talking about what everything’s representing, why they’re using something … enhances the imagination … physically engaging … motivates them to expand on the knowledge and creativity … when students are engaged in a task that is hands on …”
Quote 14: Maths Teacher: “The objects (LEGO) … allows them to be creative and deduce short cuts to finding the number of combinations … creative thinking might just be the only thing we can really develop in our learners given that we live a world of AI … with no real learner connection or thinking.”
4.1.4. Learning Retention Through Tangibility
Quote 15: English Teacher: “incredibly effective … LEGO for … retrieval exercises … help them remember … deepening their understanding … the characters, they’re motivation that connections, the motives and the symbols”.
Quote 16: Digital Teacher: “… a multi touch interactive touch screen … screen acts as a portal between their thought process and being able to explain their message … show me one concept and … show me another concept … lesson being memorable. The concept becomes more than just a phrase … It made it a memorable experience … They were using a hand-held piece. Just cardboard … they remember it …”
Quote 17: History Teacher: “… create arguments … recall memory …think about really difficult concepts … differences between capitalism, fascism, communism … difficult ideologies to teach … best ways to teach them about these different societies is to give them Lego and allow them to represent these ideologies … learners will remember the experience … the more I can give them an experience in the lesson, then the more they will retain … using your hands, it enhances their learning and it will create a positive memory … help with their retainment”.
4.1.5. Critical Thinking and Metacognition
Quote 18: History Teacher: “… highly effective … creating something themselves, they’re actually questioning and considering and challenging their own thinking … made much deeper connections … retrieval is easier … use them in later lessons and as soon as they see the image they remember the thinking behind it … LEGO works in developing, thinking and using it as a tool to recall and retrieve … their understanding of the key text … go beyond, which some of them couldn’t do through their writing. So there were visual representations to help.”
Quote 19: Geography Teacher: “The (OFSTED) inspector was absolutely blown away … because we used so many different methods to help the learners with not just content but also with those analytical skills … small Lego pieces with OS maps … use Lego to represent distribution … reflects their real exam … Learners really struggle with OS maps … using Lego on top of a physical OS map also adds that layer and really helps them … different layers of the rainforest … then plate boundaries … Their marks went up in assessment as they could relate to the concepts … urban sustainability to plan for the future … focused on energy … food … water … 2nd order concept … represent whether this was a possibility or not …”
Quote 20: Digital Teacher: “… LEGO Mindstorms to develop our learners programming skills … theory learned in class … transferred to a physical object … programme demonstrate their programming skills and see an outcome in a physical … rather than seeing it inside a computer … there’s always an uptick in the results … they achieve quicker and with much more detail when they’ve been playing.”
5. Discussion
5.1. Using Boundary Objects to Foster a Creative Curriculum
5.1.1. Student Learning with Boundary Objects
5.1.2. Perceptions of Teaching and Learning Using Boundary Objects
5.2. Enabling Conditions for Creative Thinking in the Context of This Study
5.2.1. A Culture of Shared Exploration and Teacher Autonomy
5.2.2. The Creative and the Material Affordances for Boundary Objects
5.2.3. Relational Safety and Developmentally Aligned Practice
5.2.4. A Note of Caution: Context
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A

Appendix B


Appendix C. Figure A4, Figure A5 and Figure A6: Student Codes and Themes







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| Faculty | Boundary Object Chosen |
|---|---|
| Engineering (and Design) | FESTO pneumatics board |
| Digital | LEGO Mindstorm EV3; Card; Interactive screens |
| Humanities | LEGO build to express |
| Science | LEGO build to express |
| Maths | Mixed LEGO bricks |
| Figures | Quotes | Final Themes |
|---|---|---|
| Figure 1 | 1, 2, 3, 4, 17 |
|
| Figure 2 | 5 14 18 |
|
| Figure 3 | 6,7 |
|
| Figure 4 | 8 11 15 |
|
| Figure 5 | 12, 13 16 |
|
| Figure 6 | 9, 10 |
|
| Figure 7 | 19, 20 |
|
| Quotes | Final Themes |
|---|---|
| 1, 2, 3, 4 | Section 4.1.1 User Experience—Usability, Adaptability |
| 5, 6, 7, 8, 9 | Section 4.1.2 Curriculum Connection through Instructional Design |
| 10, 11, 12, 13, 14 | Section 4.1.3 Design Process and Creative Thinking |
| 15, 16, 17 | Section 4.1.4 Learning Retention through Tangibility |
| 18, 19, 20 | Section 4.1.5 Critical Thinking and Metacognition |
| Student Themes | Teacher Themes | Explanation |
|---|---|---|
| Real World Simulation and Active learning | User experience—usability, adaptability | Both highlight genuine engagement—learning through doing, adapting to real contexts. |
| Creative connections and exploration | Curriculum connection through instructional design | Both link creative thinking to structured learning through design and planning |
| Memorable experiences and emotional engagement | Design process and creative thinking | Both reveal affective engagement and creative cognition in learning that underlines emotion and intellect. |
| Iterative design and metacognition | Learning retention through tangibility | Both promote reflection through making—hands-on iteration leading to deeper understanding. |
| Individual liberty and perspective taking | Critical thinking through metacognition. | Both support autonomous and reflective thinking—developing empathy and self-awareness through reflection. |
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Vohra, S.; Childs, P. Making Creative Thinking Visible: Learner and Teacher Experiences of Boundary Objects as Epistemic Tools in Adolescent Classrooms. Educ. Sci. 2026, 16, 13. https://doi.org/10.3390/educsci16010013
Vohra S, Childs P. Making Creative Thinking Visible: Learner and Teacher Experiences of Boundary Objects as Epistemic Tools in Adolescent Classrooms. Education Sciences. 2026; 16(1):13. https://doi.org/10.3390/educsci16010013
Chicago/Turabian StyleVohra, Shafina, and Peter Childs. 2026. "Making Creative Thinking Visible: Learner and Teacher Experiences of Boundary Objects as Epistemic Tools in Adolescent Classrooms" Education Sciences 16, no. 1: 13. https://doi.org/10.3390/educsci16010013
APA StyleVohra, S., & Childs, P. (2026). Making Creative Thinking Visible: Learner and Teacher Experiences of Boundary Objects as Epistemic Tools in Adolescent Classrooms. Education Sciences, 16(1), 13. https://doi.org/10.3390/educsci16010013

