Brick by Brick: Exploring the Influence of LEGO SERIOUS PLAY
on Master's Students' Digital Transformation Proposals
T. Lucio-Nieto
a
and Y. Martínez-Treviño
b
Computer Science Department, Tecnologico de Monterrey, Eugenio Garza Sada 2501, Monterrey, Mexico
Keywords: LEGO® SERIUOS PLAY®, Digital Transformation Education, Higher Education, Educational Innovation.
Abstract: Digital Transformation has become mandatory for the success of companies nowadays. However, some
companies struggle to obtain the benefits of digital transformation, mainly because of a lack of knowledge
sharing between employees to build a shared vision of the organization. So, universities must prepare people
to take advantage of different technologies to become change agents in their organizations and also to be more
prepared for cultural changes like knowledge sharing inside the company. To address this challenge, in 2022
we incorporated LEGO® SERIOUS PLAY® into an undergraduate course to prepare students to embrace
various technologies to develop a digital transformation proposal for a real-life company. This time, we used
the same activity with graduate students because they are people who work at the companies. The participants
expressed enthusiasm for the activity, enabling them to share valuable insights with their peers. They also
reported engaging in deep discussions and successfully constructing creative digital transformation proposals.
Professors observed that both graduate and undergraduate students liked the FTCA activity, and they had an
enhanced understanding of the concepts required to develop their digital transformation initiatives.
1 INTRODUCTION
Digital Transformation (DT) has become a
mandatory requirement to be successful in this digital
era. Today’s organizations need professionals who
take advantage of all the benefits of technology when
applied to achieve organizational goals.
But many organizations fail to obtain the benefits
of digital transformation because technology
adoption alone is not enough; they also need to make
cultural changes (Cox & Evans, 2020). According to
Cox and Evans (2020), one of the key elements of this
cultural change is the employee’s knowledge sharing
and ability to create a shared vision of the
organization. But usually, the companies do not have
the culture to share knowledge for different reasons,
like the organizational structure or the lack of
confidence of the employees to express their ideas.
Cox and Evans propose the use of LEGO® SERIOUS
PLAY® to improve the confidence of employees to
share their knowledge.
To address this challenge, in 2022, we
implemented the use of LEGO SERIOUS PLAY
a
https://orcid.org/0009-0003-6428-8357
b
https://orcid.org/0009-0009-1739-1611
(LSP) in an undergraduate course for senior students
whose major is digital transformation. In this course,
students were asked to prepare a digital
transformation proposal for a real company (Lucio-
Nieto, Martinez-Treviño, 2023; Lucio-Nieto,
Gonzalez-Bañales, 2023). In those implementations,
students have found this activity highly motivating,
and they perceive that it will allow them to better
retain their learnings in the long term and also that
they will be able to apply those learnings in real-life
scenarios to facilitate the digital transformation of
companies.
In those implementations, professors have
observed a positive impact on the quality of student
proposals when the technique of LSP is used.
Professors have reported that student engagement
during the activity is better than before using LSP.
They have also observed during the activity that
students have deep discussions on the benefits of
technology implementation. Finally, the digital
transformation proposals delivered by students have
been well supported, demonstrating students'
confidence in utilizing these new technologies Lucio-
170
Lucio-Nieto, T. and Martínez-Treviño, Y.
Brick by Brick: Exploring the Influence of LEGO SERIOUS PLAY on Master’s Students’ Digital Transformation Proposals.
DOI: 10.5220/0012685500003693
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 16th International Conference on Computer Supported Education (CSEDU 2024) - Volume 1, pages 170-177
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Proceedings Copyright © 2024 by SCITEPRESS – Science and Technology Publications, Lda.
Nieto, Martinez-Treviño, 2023; Lucio-Nieto,
Gonzalez-Bañales, 2023).
Now, we have conducted a similar experiment
with Master’s degree students. They were asked to
make a similar project to prepare a digital
transformation proposal for a real company, but these
students are different from undergraduate students;
they are working in different companies and are
immersed in the organizational culture of each one of
them, so they could be in the situation of not being
confident enough to share knowledge in their
workspaces, but it could also mean that they have a
better understanding of what they are talking about.
When applying this activity to a graduate
students’ group, we were observant to find out if this
activity was useful with them, who are adults and
have different experiences in their companies, and if
it was necessary to adapt the FTCA activity or if we
could use it unchanged with the graduate students.
The objective of this paper is to present the results
of applying the FTCA activity (Lucio-Nieto,
Martinez-Treviño, 2023) to master’s degree students
and to report the differences and similarities between
the two groups of students, if the activity is useful
with graduate students, and if the activity had to be
adjusted because of the differences among the target
students.
2 REVIEW OF LITERATURE
2.1 LEGO® SERIOUS PLAY®
Lego Serious Play (LSP) is a methodology designed
to enhance innovation, facilitate deeper reflection
processes, and support effective dialogue between
team members. In a LSP session, participants are
asked to build LEGO models, which serve as a basis
for discussion, knowledge sharing, problem solving,
and decision-making (LEGO, 2024). LSP has been
developed as a means to explore and understand
complex issues that don’t have a simple or obvious
solution; initially, its purpose was to generate more
engagement, creativity, and playfulness in company
meetings (James, 2013).
The methodology asks participants to explain the
meaning of their models through storytelling and a
repeating sequence of active listening and expressing
their own opinion about the challenge they are
working with. This way, everyone’s perspectives are
considered when building the final proposal to solve
the challenge (LEGO 2010).
LSP enables a group of people to share ideas,
thoughts, and understandings so that they can engage
in meaningful dialogue and the generation of
innovative solutions to real-world problems (LEGO
2010). Research has shown that the process of
building something, which is then discussed, can lead
to much more valuable, insightful, and honest
discussions, as this process prompts the brain to work
differently and unlock new perspectives (LEGO
2010).
The concept “think with the body” has gained
support from psychology and neuroscience,
emphasizing that some cognitive processes are
strongly influenced by the way we use our bodies to
interact with the physical world. Building visual
reminders of the issue or the solution we are modeling
with the LEGO bricks aids our mental work. In
neuroscience, this is referred to as “reduction of
workload” because, by having visible and tangible
objects, we reduce the number of things that the brain
has to deal with simultaneously (LEGO 2010).
In a LSP session, all participants have the same
standing as they display their ideas through LEGO
models; that is, it is not important the position in the
company or the personality of each person; all
participants have the same voice, giving the leaders
the opportunity to listen to junior members of the
team’s insights that in other kinds of meetings could
not be expressed (LEGO 2010). When participants
make their ideas and thoughts tangible through
LEGO brick models, they can reflect on their own
ideas, but more importantly, they can invite others to
reflect and contribute to their models. This
collaborative aspect of LSP makes the activity
engaging and meaningful, as everyone can contribute
to making emerging ideas stronger (LEGO 2010).
LSP gives participants the freedom to present
their ideas without fear of being wrong or being
judged. When a participant explains his model, he
gives it a meaning that the other participants accept
(James, 2013).
2.2 LSP in Digital Transformation
LSP has been used in digital transformation; in their
study, Cox and Evans used LSP to facilitate
storytelling to enable knowledge sharing. Storytelling
is a known way to share knowledge, and LSP gives
the possibility to express people’s ideas to all the team
members, no matter their personality or their
organization's position (LEGO 2010). Cox and Evans
found that the LSP workshops helped to create
connections between people and connected everyone
in a shared vision so that they could build a concrete
and collective representation of the organization’s
vision, with the active participation of all employees;
Brick by Brick: Exploring the Influence of LEGO SERIOUS PLAY on Master’s Students’ Digital Transformation Proposals
171
they found that the method effectively broke down
barriers to knowledge sharing (Cox & Evans, 2020).
This can be done thanks to the models they build with
LSP; in this case, people are talking about the
elements of the model, its benefits, and its problems,
and they do not feel attacked because they are
focusing on the concepts, the technology, and the
risks, not the people.
2.3 LSP in Education
In addition to business, LSP has also been used in
education in different subjects. For example, in a
software engineering course at a higher education
level, LSP was incorporated to teach software
engineering principles using different development
life cycle models (López-Fernández, Gordillo,
Ortega, Yagüe, and Tovar, 2021). In this paper, they
demonstrate the effectiveness of LSP activities,
emphasizing the importance of following procedural
guidelines, time management, resource allocation,
and active student engagement. Students could
discover the strengths and limitations of different
software life cycle models through the LSP activity.
Feedback from students confirmed the positive
impact of LSP on their learning experiences,
mentioning increased motivation, enjoyment, and the
development of soft skills as well as software
engineering skills. López-Fernandez et al. state that
teachers can rely on this kind of activity because it
has been validated with a large number of students.
Bond (2018) shares his experience of using LSP
to teach referencing through a series of workshops to
undergraduate and postgraduate engineering
students. Students could choose to work alone or in
teams to build a LEGO model that explains why they
think referencing is important. They were asked to
build a metaphorical model, and then a volunteer
from each team explained the model to the group.
According to Bond, the use of LSP allows students to
be creative rather than mechanical in their
understanding of referencing; students were more
engaged with this activity than they had been in the
rest of the class; they have been able to share their
models and make connections between their own
stories and those of their peers. The main outcome
was that the students understood what referencing is
and why it is important.
In another study (Capo-Vicedo & Mico i Tormos,
2017), LSP was implemented in the “Strategic
Management in Global Environments” course of an
MBA program. In this instance, MBA students and
staff members from a service-oriented company
worked together in teams to complete the activity.
The company used LSP to address its practical
problems. The collaboration between MBA students
and professionals resulted in proposals for innovative
and creative strategies for the company’s digital
transformation.
The use of LSP in this context created an
experiential learning atmosphere, taking students out
of their comfortable environment and expanding their
horizons. It enhanced their collaborative and
problem-solving skills (Capo-Vicedo & Mico i
Tormos, 2017).
These examples highlight the effectiveness of
LSP as a teaching methodology. By incorporating it,
educators can create engaging and interactive
learning experiences that promote creativity,
collaboration, and critical thinking skills among
students.
3 THE FUN-TECH AS THE
CLOSING ACTIVITY (FTCA)
The activity has seven main tasks (Lucio-Nieto,
Martinez-Treviño, 2023) which are summarized in
Table 1.
Table 1: The FTCA Activity Steps.
3.1 Initial Organization
The professor gives students an executive summary of
the project so that they have a clear understanding of the
objectives, deliverables, and timing of the activity. The
teams are created randomly and assigned to a workspace
with a table and a blackboard. They receive the name of
the organization they are going to work with, and they
must also define thei
r
roles in the team.
3.2 Leader defines the problem/situation that the
Digital Transformation Project will solve.
Team members do quick research about the situation of
the company in order to find issues that digital
transformation could overcome. The leader has to agree
on the sco
p
eofthe
p
ro
j
ect with the
p
rofessor.
3.3 Leader organizes and the team constructs the
digital transformation proposal.
The leader organizes the team to work on the
deliverables according to the role each one of the team
members has chosen.
3.4 Round robin to get ideas and give feedback to
other projects.
Team members were able to visit other teams to listen to
their projects and give feedback. This is a great
opportunity to share ideas about the use of technology,
im
p
lementation strate
g
ies, an
d
aradi
ms.
3.5 Team analyzes ideas and feedback and works on
the final version of the deliverables.
The team integrates new ideas and feedback to improve
thei
r
deliverables.
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3.6 Team presents video to the group and professor
evaluates and gives feedback to the students.
The team uses storytelling to present the digital
transformation proposal supported by a model built with
LEGO bricks. They have to justify the use of each one
of the chosen technologies, explaining how they create
value for the organization. This presentation is made
through a video. After each presentation, other teams
and the professor have some time to ask questions to
ensure a full understandin
g
of the
p
ro
p
osal.
3.7 Group celebrates achievements and lessons
learned.
The professor shared personal positive conclusions, and
students expressed their positive comments about the
activit
y
.
After preparing their Digital Transformation (DT)
proposal, where they integrate the most suitable
technologies to resolve each identified issue, the
students begin a storytelling video to articulate their
proposal. They present each technology as it is laid
out in the LEGO model.
One team collaborated with a brewing company;
their story starts with the arrival of raw materials for
production. They then explain each step of the
production process, pinpointing where they
incorporated technology for DT. At each of these
points, they describe the problem they aim to address,
and the technology used to overcome it. The
explanation continues throughout the entire
manufacturing process, concluding when the product
is loaded onto trucks for distribution.
The students' explanatory video of their DT
proposal can be viewed (https://www.youtube.com/
watch?v=gHFSZ7goCYc ). In this video, they use
storytelling to illustrate their proposal, which seeks to
optimize the production process. They employed the
Internet of Things, machine learning, and expert
systems to identify, for example, production defects
and take corrective action; to control product
temperature throughout the process; or to enhance
production floor safety. They also utilize Data Science
to analyze production information and provide
summarized data for decision-makers. In figure 1 an
example of the LEGO bricks model can be seen.
Figure 1: An example of the DT proposal.
4 PROCEDURE
4.1 The Course
The activity was implemented in the course Digital
Transformation and Disruptive Strategy, whose
objective is to develop a deep understanding of
applying digital transformation elements to
organizational strategies. In this course, students are
required to propose a transformation plan for a
traditional organization to become a digital
organization. This has been done through the FTCA
activity. This course is part of the Business Analytics
Master’s Degree.
4.2 The Group
This activity was carried out in the fall semester of
2023.
The group had 18 students. Whose age ranged
according to Table 2. There were 11 men and 7
women in the group, from which 5 have studied TI
majors and 10 of them have directive positions or are
high-level decision makers.
Table 2: Age of the students.
A
g
eran
g
e Numbe
r
of students
20-29 6
30-39 6
40-49 5
50 1
All of them work for transnational companies,
like banks, pharmaceuticals, insurance, consumer
goods, sporting goods, or technology companies.
These students are different from undergraduate
students first because they have a stronger personal
commitment to their studies, as they have decided to
study a master’s degree, and second because they
already have experience working in the industry.
Even more, most of them have or are about to live the
digital transformation process, whether by planning
it, leading it, dealing with it, or suffering the issues
related to not having a real digital transformation in
their work fields.
4.3 The Activity
The FTCA activity was applied in both
implementations with the same goals: students had to
build a digital transformation proposal using the LSP
methodology, which we expected to help them
improve collaboration between team members and
Brick by Brick: Exploring the Influence of LEGO SERIOUS PLAY on Master’s Students’ Digital Transformation Proposals
173
make them take better ownership of the proposal
ideas.
The problems students worked on were similar to
those presented to the undergraduate students in the
previous study, which was to design digital
transformation proposals for real companies such as
a supermarket, an auto parts store, and a soft drink
company. Some of the teams decided to use for their
project the company where some of them worked, so
that they had a better perception of the company from
their own point of view.
We wanted to know if any adjustments had to be
made to the FTCA activity due to the students'
differences.
5 RESULTS
It was found that graduate students had a good
experience with the FTCA activity. They commented
that they felt focused and engaged.
Professors state that they were able to foster a
deeper understanding of digital transformation
among the graduates' students, helping them develop
innovative and practical solutions that can be
implemented in real-world scenarios.
5.1 Student’s Perception
At the end of the course, we asked students to answer
a survey about the use of the LSP activity in the
definition of the digital transformation proposal.
Even though it is expected that graduates possess
advanced soft skills, including critical thinking,
leadership, and project management, LSP was
perceived as a good tool to communicate their ideas
to the group. We asked the students explicitly, “How
would you evaluate using Legos in class as a learning
strategy? In the topics listed in Table 3, we used a
Likert scale where 1 is "strongly disagree" and 5 is
"strongly agree".
In table 3, it can be seen that all the students found
that the activity was fun, made them more involved,
helped them integrate the TD proposal, and would
recommend using LSP again. And that most people
strongly agreed or agreed with the rest of the topics,
which are: organize them better as a team; be more
creative and innovative; and make the TD strategy
more visible.
In other survey questions, 15 out of the 16 people
said that they would recommend using LSP to
facilitate the definition of a digital transformation
proposal. And all of them said that using LSP
improves long-term understanding.
In the open-ended question, four students made
comments about the benefits of thinking outside the
box.
One of the students wrote, “We did things that
took us completely out of our comfort zone. Tackling
these new challenges with little time makes nothing
as difficult as it seems. Mixing neurolearning helps
retain and question ideas.“
Another student wrote, “I love the mix between
neuroscience and theory; there are many concepts
that stayed in my head due to the activities.”
Table 3: Summary of student’s answer to the survey.
Number of
Strongly
agree
Number of
Agree
Number of
Not agree
nor
disagree
Average
% of
students
that agree
or strongly
a
g
ree
The activit
y
was fun 13 3 0 4.8125 100%
The activity made me get more
involve
d
13 3 0
4.8125
100%
The activity helped us organize
ourselves as a team
13 1 2 4.6875 88%
The activity helped us integrate the
TD
p
roposal
9 7 0 4.5625 100%
The activity helped us to be more
creative an
d
innovative
12 3 1 4.6875 93%
The activity made it easier for us to
make the TD strate
gy
more visible
10 4 2 4.5 88%
I recommend usin
g
i
t
a
g
ain 11 5 0 4.6875 100%
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In general, students said that it was better for them
to solve this project using LSP. They said that they
had never thought that designing a business proposal
with LEGOs would make the ideas clearer in their
minds. Even though they have experience working in
a company, they found the methodology helped them
to be more focused, to make the ideas clearer, to be
more creative, and to better understand other people’s
ideas.
5.2 Comparison of the Opinion of
Undergraduate and Graduate
Students in This Activity
The experience with the undergraduate students was
carried out in the fall semester of 2022 in a group of
27 students, from which 24 students answered the
survey (Lucio-Nieto, Martinez-Treviño, 2023), and
the experience with graduate students was carried out
in the fall semester of 2023 in a group of 18 students,
from which 16 students answered the survey (see
table 4).
Table 4: Information of the groups.
Undergraduate
students
Graduate
students
semeste
r
fall 2022 fall 2023
number of students
in the
g
rou
p
27 18
number of students
answering the survey 24 16
The same survey was applied in both groups, in
which a Likert scale was used, where 1 means
strongly disagree and 5 means strongly agree. Table
5 shows the average of the responses of students and
the percentage of students who answered 4 or 5 (agree
or strongly agree).
As can be seen in Table 5, the perceptions of
undergraduate and graduate students are very similar.
The biggest difference is that more undergraduate
students perceive that the LSP activity helped them to
make the strategy more visible and to organize better
as a team.
Those differences could be because of the more
experience that the graduate students have in the DT
topics.
5.3 Professor Observations and
Discussion
The undergraduate studens and the graduate students
have important differences.
The undergraduate students are younger; most of
them are under 23 years old. They are brave enough
to make proposals despite not fully understanding
what they are talking about. They focus on short-term
professional goals and are living la vida loca. They
have been developing soft skills through the
university courses.
On the other hand, graduate students are adults
that have experience in their jobs; all of them work
for world-class companies, so they are conscious of
what digital transformation means for an
organization; they tend to exhibit a more calculated
approach to academic and career decisions,
considering long-term goals; they are expected to
have more advanced soft skills, including critical
thinking, leadership, and project management; and
55% of the students have directive positions or are
high-level decision-makers in their companies.
With the undergraduate student group, instructors
had to be closely following the work; they had to ask
questions and give advice to guide students in the
right direction. When the FTCA activity was applied
for the first time (Lucio-Nieto, Martinez-Treviño,
2023), it was necessary to extend the time so that
students could finish the DT proposal. The activity
was thought to last 4 hours, but it has been extended
to 6 hours.
With the graduate student group, instructors didn't
have to follow them too much; they finished the
activity within the 4 hours planned.
Instructors observed that graduate students
already had their own ideas about DT and already
knew how to collaborate, but despite having
experience, especially with the soft skills, the activity
helped them to communicate better and deeper with
their peers. Graduate students used time more
effectively, focused better, and had a better
understanding of the expected outcomes of the
project. When students went with other teams to make
the round-robin step, it was easy for them to
understand the ideas; they were more focused, and
when they gave their opinion, it was not only about
what they saw in the models but also about what they
knew from experience in real-life projects. The
professor observed that graduate students took better
advantage of the contributions of their peers, mainly
because most of them have already lived them or even
implemented them, but also because contributions
were more focused and accurate; they also
understood better the peers comments and could use
them to improve their own proposals.
The main benefit for those students who have
already worked on DT proposals was that they had
lived it this time through the FTCA activity; as they
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175
Table 5: Comparison of the graduate and undergraduate’s students’ perception.
Graduate students (fall 2023)
Undergraduate students (fall
2022)
Difference between
undergraduate and graduate
students perception
Average
% of students
with strongly
agree or agree
Average
% of students
with strongly
agree or agree
Average
% of students
with strongly
agree or agree
The activity was fun 4.8125 100% 4.9167 100% 0.1042 0%
The activity made me get
more involved
4.8125 100% 4.6667 96% -0.1458 -4%
The activity helped us
organize ourselves as a
team 4.6875 88% 4.75 96% 0.0625 8%
The activity helped us
integrate the TD proposal 4.5625 100% 4.8333 96% 0.2708 -4%
The activity helped us to
be more creative and
innovative
4.6875 93% 4.9583 100% 0.2708 7%
The activity made it easier
for us to make the TD
strategy more visible 4.5 88% 4.8333 100% 0.3333 12%
I recommend using it
again
4.6875 100% 4.8333 96% 0.1458 -4%
commented in the final feedback of the course, they
appreciated the way this activity helped them
understand and communicate better their ideas. This
way, we concluded that the FTCA activity didn’t need
any changes to be applied to graduate students.
4 CONCLUSIONS
We have used LSP with storytelling as a tool to
promote creativity and innovation and to encourage
deeper discussions to build a proposal to implement a
digital transformation strategy in a company. We
have found that this methodology serves both
undergraduate students, who are just learning, and
graduate students, who want to learn more and want
to explore different approaches. We realized that we
don’t need to modify the FTCA for graduate students;
as they expressed, they appreciate the value of the
activity in their learning process.
One of the main problems that face companies
when trying to implement a digital transformation
strategy is that people do not always share their ideas
well, so we propose LSP with storytelling as a tool to
define requirements, understand problems, and create
innovative solutions to real-life company challenges.
We encourage adults to use it and come up with fun
ways to do a better, much more effective job.
Age, maturity, and experience are not significant
factors in having fun learning through LSP,
collaborating with multidisciplinary teams, and
developing proposals that transform organizations.
Watching the ideas in colors, bricks, and models
made students have a greater awareness of what they
wanted to implement; it is not an idea in the air; it is
a brick, a color, an activity, or a technology. This
made it easier for them to take ownership of the ideas
while talking about them using storytelling, and this
generated a greater awareness of the impact of what
they were designing.
This is an empirical application that could be
validated with different metrics on effectiveness that
will be addressed in future work.
Another future work idea is to apply a specific soft
skills survey before and after the activity to confirm
that this methodology can help people develop soft
skills.
ACKNOWLEDGEMENTS
The authors would like to acknowledge the financial
and technical support of Writing Lab, Institute for the
Future of Education, Tecnologico de Monterrey,
Mexico, in the production of this work.
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