6.2.1 Collaborative Work
Collaborative working is considered a key “learning
and innovation skill” within the Partnership for 21
st
Century Skills framework (Kay, 2010) and is a core
element of the Bridge21 learning model. Following
the use of technology, teamwork was reported by
participants as the second greatest area of skills
development. In addition to acknowledging the
development of collaborative working skills, many
participants also offered reasons why they thought
this skill was important to develop in relation to work
and college. An interesting point to note was that the
students mentioned the future beyond school and not
school itself when recognising the need to develop the
skill of working collaboratively. This may point at a
lack of opportunity as perceived by students to work
collaboratively at school, and also the participants’
own understanding of the ability to collaborate as a
life skill.
6.2.2 Communication Skills
The “Brain Game” intervention afforded participants’
an authentic opportunity to develop their
communication skills in the areas of interpersonal
communication, presentation in public and formal
writing. In both Stage One and Stage Two post-
workshop questionnaires there was self-reporting on
the development of these skills. There was also some
evidence of the transfer of these skills from the
workshops to the participants’ implementation of the
real community service projects as reported in the
focus group interviews The researcher contends that
a further study could isolate and examine the different
opportunities for developing communication skills
that the intervention affords, in particular the concept
of formal correspondence.
7 CONCLUSIONS
The findings of this study suggest that the “Brain
Game” intervention was perceived by participants as
a valuable and engaging learning experience.
Furthermore, participants self-reported the
development of key constructivist skills including,
collaboration, communication, and digital literacy.
While follow up focus group interviews suggested
that the “Brain Game” served as an impetus for
putting these skills into practice with the real
community projects. But the workshops were more
than a practice run. Fundamentally, the “Brain Game”
immersed students in an authentic context within a
team of peers to solve a problem. This immersion
scaffolded the development of skills and knowledge
needed for their real project by the learners through
their engagement with the task. While this
implementation can be considered as a positive
endorsement of the “Brain Game”, an advanced
exploration of the method applied to a number of
learning contexts would give greater validity and
reliability to the findings. Within the bounds of this
study, the “Brain Game” is presented as an innovative
model for authentic learning, greatly enhanced by
technology as a means of role-play, sourcing
information online and working within deadlines to
produce deliverables. Students both enjoy and value
learning of this nature as they can gain greater
confidence to manage projects and develop necessary
skills for 21
st
Century Society.
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