| Literature DB >> 31068154 |
Gemma Rodríguez1, Nora Pérez1, Gemma Núñez1, Josep-E Baños1, Mar Carrió2.
Abstract
BACKGROUND: Biomedicine needs innovative professionals. Inquiry-based learning (IBL) aims to develop higher order thinking skills, such as creativity and research. Stimulatory techniques and interprofessional education, which requires students from different fields to collaborate, also enhances creativity. In this study, the effectiveness of an interprofessional IBL course that introduces a creativity workshop based on stimulatory techniques to develop creative and research skills is examined.Entities:
Keywords: Active learning; Creative thinking; Higher order skills; Inquiry-based learning; Research skills
Mesh:
Year: 2019 PMID: 31068154 PMCID: PMC6506954 DOI: 10.1186/s12909-019-1563-5
Source DB: PubMed Journal: BMC Med Educ ISSN: 1472-6920 Impact factor: 2.463
Creativity workshop plan. Identification and detailed description of the activities and its objectives in the Session 1 (Generation of new ideas) and Session 2 (Assessment and improvement of ideas) of the creativity workshop
| Session 1. Generation of new ideas | ||
| Activities | Objectives | Description |
| Debate about the role of creativity in biomedical professions | To identify students’ previous ideas and concepts on this issue. | Through a real-time questionnaire, students determine their beliefs about creativity in biomedical professions and then reflect collaboratively. |
| Brainstorming (post-it®) | To produce many new ideas in a short time for their research project proposals. | Participants have two minutes to think on a problem. Each must write at least one idea on a post-it®. Each post-it® is stuck on the wall. The group discusses all the ideas, categorizing and prioritizing them according to their usefulness for resolving the problem. |
| Heuristics ideation | To generate new concepts, ideas, products, or solutions connecting different concepts. | Participants write two lists, one containing motivational concepts or issues in the science field and the other including ideas from the brainstorming. The group must associate concepts from the two lists and generate new ideas. |
| Role storming | To generate ideas from different viewpoints so the research proposal can be analyzed from different approaches. | Participants choose an admirable or despicable personage and imagine what this person would think about their project. Afterwards, they analyze and discuss the emerged ideas. |
| Six hats De Bono [ | To encourage the analysis of the project from multiple perspectives. | Each participant has a hat that symbolizes a way of thinking: emotion, creativity, optimism, information, control, or logic. Participants must answer all the questions related to their specific hat and the main problem. |
| Session 2. Assessment and improvement of ideas | ||
| Activities | Objectives | Description |
| Strange object | To promote the use of analogies to change the reference framework where students look for solutions. | Participants write an analogy between a strange object from daily life and the project. |
| Ishikawa diagram [ | To reorganize concepts and ideas linked to the project. | Concepts and ideas identified must be grouped into different categories connected to the problem or the project in a diagram. |
| SWOT | To analyze the project’s potential strengths, weaknesses, opportunities, and threats to find ideas to improve the project. | Participants reflect and complete the SWOT matrix. |
| SCAMPER [ | To find new ideas to improve the product or the process developed during the project. | Participants must ask questions related to improving the project through Substituting, Combining, Adapting, Modifying, Putting to other purposes, Eliminating, and Replacing. |
| Logo design | To synthesize the main project idea and highlight its essence through symbolic language. | Participants must design a logo for their own project. |
Characteristics of students surveyed in the study
| Cohort | Students (n) | Gender (M/F) | University entry examination scoresa | Creativity workshop | ||
|---|---|---|---|---|---|---|
| HB | M | HB | M | |||
| 2011–2012 | 57 | 21 | 19/59 | 8.1 | 8.7 | |
| 2012–2013 | 7.9 | 8.5 | No | |||
| 2013–2014 | 8.0 | 8.6 | ||||
| 2014–2015 | 46 | 51 | 29/68 | 8.2 | 8.4 | Yes |
| 2015–2016 | 8.3 | 8.8 | ||||
HB Bachelor in Human Biology program, M Bachelor in Medicine program
aThe maximum possible university entry examination score was 10
Descriptive statistics using scores from 1 = strongly disagree to 10 = strongly agree to assess the students’ perception of the development of creativity and research skills through the inquiry-based learning approach and the role of the creativity enhancers (n = 175)
| Creativity enhancers | |||||
|---|---|---|---|---|---|
| Research skills | Creativity | Open scenario | Cooperative work | Inquiry process | |
| Mean | 7.37 | 7.68 | 8.51 | 8.08 | 7.90 |
| Median | 7.50 | 8.00 | 9.00 | 8.00 | 8.00 |
| SD | 1.44 | 1.81 | 1.52 | 1.97 | 1.79 |
| Variance | 2.08 | 3.29 | 2.32 | 3.88 | 3.20 |
Pearson’s correlation analyses between the students’ perception of having developed creativity, research skills and the role of creativity enhancers in the open IBL course
| Creativity enhancers | |||||
|---|---|---|---|---|---|
| Creativity | Research skills | Open scenario | Cooperative work | Inquiry process | |
| Creativity | 1 | – | – | – | – |
| Research skills | 0.64a | 1 | – | – | – |
| Open scenario | 0.47a | 0.41a | 1 | – | – |
| Cooperative work | 0.43a | 0.50a | 0.55a | 1 | – |
| Inquiry process | 0.54a | 0.66a | 0.52a | 0.69a | 1 |
aStatistical significance at 0.01 (bilateral) (n = 175)
Qualitative results of the development of research skills and creative thinking, during the learning process and as a learning result, obtained through the comments of the students that performed the open IBL course (n = 175), and the focus groups (n = 32)
| Category | Subcategory | Subcategory | Findings | Quotes |
|---|---|---|---|---|
| Learning process | Creative process of knowledge construction | Open scenario | An open scenario stimulates creative thinking: students seek original ideas to differentiate themselves from other groups and are free to decide what to do and how to do it. This results in new ideas, integrating different fields and perspectives. |
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| Cooperative work | Working with peers from different fields makes students integrate each other’s perspective to reach a group consensus, makes a more complete project, and adds value. |
| ||
| Inquiry | Inquiry cycle makes students analyze the situation and propose new ideas, apply knowledge, and seek alternative solutions. |
| ||
| Limitations | Openness makes students choose creative projects that are difficult to realize. Expectations do not correspond to time. Friction between peers and difficulties during the project can limit creativity. |
| ||
| Learning outcomes | Skills development | Transversal skills | Oral and written communication, critical search for information, and self-learning skills were developed. |
|
| Research skills | Students gained experience in the designing laboratory experiments, searching for protocols, planning interventions, analyzing problems, seeking solutions, and evaluating contributions. |
| ||
| Critical thinking | Discussing problems with peers gave students a critical view of the possibilities, limitations, and improvements of their research. |
| ||
| Scientific product | Scientific product | Most projects were original, society-related, and integrated different fields and perspectives. |
|
Descriptive statistics of the assessment of the students’ learning experience regarding Satisfaction and Usefulness with the IBL approach (n = 175)
| Satisfaction | Usefulness | |
|---|---|---|
| Mean | 7.48 | 7.39 |
| Median | 8.00 | 8.00 |
| SD | 2.05 | 2.10 |
| Variance | 4.22 | 4.40 |
Pearson’s correlation analyses between the students’ learning experience (Satisfaction and Usefulness variables) with the students’ pereception of having developed creativity and research skills (Creativity and Research skills variables)
| Creativity | Research skills | Satisfaction | Usefulness | |
|---|---|---|---|---|
| Satisfaction | 0.61a | 0.69a | 1 | – |
| Usefulness | 0.57a | 0.71a | 0.84a | 1 |
aStatistical significance at 0.01 (bilateral) (n = 175)
Qualitative results of students’ opinions on the open-IBL experience regarding satisfaction, usefulness, interprofessionalsim, the tutors of the subject, evaluation, experienced emotions and limitations. Results obtained from the students’ comments (n = 175) and the focus groups (n = 32)
| Category | Findings | Cites |
|---|---|---|
| Satisfaction | Students were satisfied with their project and with the methodology, perceiving that IBL promotes long-term knowledge retention. |
|
| Usefulness | Students considered it useful for their future: how to work in a lab and do field research; also useful for final bachelor project. |
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| Inter-professionalism | Students considered interprofessionalism a positive experience: They learned to work cooperatively, with ideas from different fields, and consider ways of working useful for the project and future. |
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| Tutors | Different kinds of tutors participated. Students considered the ideal tutor should have previous experience, guide, and give freedom—not just evaluate. |
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| Evaluation | Students appreciated the assessment and expert committee assessing the projects. However, they saw some limitations, such as the bias of the experts assessing interdisciplinary projects. |
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| Emotions | Positive: motivating, interesting, involvement, competition, creativity. |
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| Negative: confusion and difficulties during the process, anxiety for amount of work. | ||
| Limitations | Organizational issues, timing of the subject, tutors and evaluation |
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Fig. 1Quantitative assessment of the creativity workshop. Data are expressed as mean and SD of each variable (n = 97)
Results of the qualitative analysis of the implementation of the creativity workshop regarding strengths and weaknesses of the implementation through the students’ comments (n = 97) and the focus groups (n = 32)
| Category | Subcategory | Findings | Cites |
|---|---|---|---|
| Creativity workshop | Strengths | The workshop was useful for choosing and delimiting project topics and for group cohesion. Students felt that these sessions promoted more freedom than tutored sessions. The techniques considered most useful were idea generation and evaluation techniques (Brainstorming, SWOT). |
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| Weaknesses | Timing of the sessions, need for a tutor in each group, too many techniques. |
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Summary of students’ grades (final grade and symposium grade) during the study period, by academic year (2011–2016) (n = 529)
| Final grade (maximum = 10) | Symposium grade (maximum = 10) | ||||
|---|---|---|---|---|---|
| Academic year | N | Mean | SD | Mean | SD |
| 2011–2012 | 111 | 8.6 | 0.54 | 8.8 | 0.43 |
| 2012–2013 | 108 | 8.4 | 0.53 | 8.2 | 1.0 |
| 2013–2014 | 108 | 8.6 | 0.45 | 8.7 | 0.37 |
| 2014–2015 | 109 | 8.8 | 0.47 | 8.9 | 0.26 |
| 2015–2016 | 92 | 8.7 | 0.52 | 9.0 | 0.43 |
Fig. 2Assessment of the creativity of students’ research products (n = 25). “Creativity” represents the mean of “originality”, “usefulness”, and “value” of each research project