A Proposal of a New Team Building Method in IT PBL:
A Trial of the SENTAI-Hero-Exercise
Chikako Morimoto
1a
and Keisuke Minami
2
1
Department of Management, Tokyo University of Science, Tokyo, Japan
2
SUNS Entertainment, Tokyo, Japan
Keywords: Practical Education, Team Building, PBL, Sentai-Hero-Exercise.
Abstract: In recent years, the development of digital transformation has accelerated worldwide. Therefore, the
importance of practical IT human resource development is increasing day by day. Active learning has been
introduced as a practical human resource development method. In Japan, practical education programs that
transcend the barriers between universities and between industry and academia have been implemented since
2006, and Project Based Learning (PBL) has been widely used as a method to realize such programs. However,
in Japan, the university faculty members don't have enough specialty in project management, and many of
them feel difficulty in team management. Especially, IT faculty members are seemed not good at facilitation.
In this study, we organize PBL from the perspective of project management and report the results of our trial
of a method to smoothly implement team building, which is particularly important when launching PBL for
IT faculty. This method doesn't use any tools and easy icebreaking for the start of PBL.
1 INTRODUCTION
In recent years, STEAM education has been gaining
momentum worldwide in. STEAM is an educational
concept that combines the initials of five words:
Science, Technology, Engineering, Art, and
Mathematics. In the background, there have been
dramatic advances in AI and robotics-related
technologies, and STEAM education cannot be
separated from practical IT human resource
development.
In Japan, the Cabinet Office released the "Fifth
Science and Technology Basic Plan" (Cabinet Office
website, 2016), which recommends further
promotion of cross-disciplinary education centered
on ICT, as the number of students majoring in
STEAM fields is small compared to other countries
from 2021, programming education will become
compulsory in elementary schools, and ICT education
is expected to become more widespread.
Active learning (AL) is mainly used to implement
STEAM education. Especially in recent years, PBL is
often used. However, there are few institutions of
higher education in Japan that specialize in teaching
a
https://orcid.org/0000-0002-0085-1337
project management, and the diffusion of know-how
is insufficient. In Japan, where there is an urgent need
to secure practical IT personnel, project management
education for PBL teachers is an important issue.
However, IT faculty members are not good at
communication and facilitation. Although there are
faculty members who can perform simple
icebreakers, PBL requires even more intimate
relationship-building. There is a need for practices
that can be implemented by inexperienced faculty.
Therefore, in this study, we developed a practice
that is simple to implement. This is the "Sentai-Hero-
Exercise," which can be used for team building in the
introduction of PBL.
2 PRACTICAL IT EDUCATION IN
JAPAN
In this chapter we will introduce the overview of IT
education in Japan.
364
Morimoto, C. and Minami, K.
A Proposal of a New Team Building Method in IT PBL: A Trial of the SENTAI-Hero-Exercise.
DOI: 10.5220/0011828600003470
In Proceedings of the 15th International Conference on Computer Supported Education (CSEDU 2023) - Volume 2, pages 364-370
ISBN: 978-989-758-641-5; ISSN: 2184-5026
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
2.1 The Study Guidelines of the
Ministry of Education, Culture,
Sports, Science and Technology
In Japan, the Ministry of Education, Culture, Sports,
Science and Technology (MEXT) has established the
"Courses of Study" to define standards for curriculum
development in elementary and secondary education.
The "Courses of Study" ensure that all schools
throughout the country maintain a certain level of
standards. Children's textbooks and timetables are
based on these guidelines. The Courses of Study are
revised approximately every 10 years.
As a specific educational content, the
enhancement of STEAM education is clearly stated.
For example, the following contents are described.
Activities to identify problems in everyday life
(mathematics)
Observation and experimentation with a
perspective (Science)
Statistical education for collecting and
analyzing necessary data and solving problems
based on the trends (Mathematics)
Enrichment of content related to natural
disasters (Science)
In particular, foreign language and programming
education are included in compulsory elementary
school education and must be studied by all
elementary school students. This is a major point of
this revision and has a very significant impact on the
curriculum. Regarding learning methods, the Courses
of Study emphasize active learning in order to
promote interactive education and independent
learning. In interactive education, group work and
discussion are encouraged. However, the specific
teaching methods are left to the schools and teachers.
2.2 Current Status of IT Education
According to the "Policy Package on Education and
Human Resource Development for the Realization of
Society 5.0 (Interim Summary)" released by the
Cabinet Office in December 2021, the content has
been changed from the perspective of human resource
development based on the assumption of an
industrialized society to one that emphasizes the
development of human resources for value creation
and innovation creation in a human-centered manner.
Furthermore, to achieve this, more emphasis will be
placed on human resource development related to
digital technology. This also has an impact on the
mandatory programming in elementary schools
mentioned in the previous section.
Regarding science and math literacy, the issue of
gender disparity has been pointed out. At the end of
secondary school, 39% of girls have high science and
mathematics literacy, 27% of girls choose natural
science and mathematics in higher education, and 16%
in engineering, manufacturing, and architecture. This
is the lowest percentage among OECD countries.
As for the current state of ICT education, 41.0%
of elementary school students own a dedicated
smartphone and use digital devices daily. However,
their main use tends to be for games, and the ratio of
students utilizing computers for learning is quite low
among OECD member countries. On the other hand,
they are strongly affected by the filter bubble
phenomenon, and the impact of "peer pressure" inside
and outside of schools has become an issue, making
the development of digital citizenship an important
issue. Furthermore, the number of teachers who can
handle programming education is small, and the
possibility of not being able to provide adequate
education is an issue.
2.3 Practical IT Education at
Universities
Turning to university education, practical IT human
resource development has been conducted since 2006
at the initiative of the Ministry of Education, Culture,
Sports, Science and Technology (MEXT) for
universities with information fields nationwide. That
was called the "Collaborative Network for Practical
Information Education Across Fields and Regions"
(enPiT), an educational project for master's degree
and undergraduate students. enPiT was implemented
until March 2021 and has been expanded nationwide
with 35 universities across Japan. enPiT2 was
implemented until March 2021 and was expanded
nationwide, centering on 35 universities nationwide.
Although enPiT was highly satisfactory from the
perspective of both students and companies, there were
some problems with the system for implementing
education. Those were based on PBL but there was a
lack of personnel specializing in project management
among university faculty in Japan. So the PBL was
mainly conducted by faculty members who had
temporarily transferred from companies or jointly with
companies. After the end of enPiT program in 2021, it
is not possible to ascertain whether project manage-
ment knowledge has taken root. In addition, many
Japanese university faculty members are not trained as
education specialists in the first place, and many of
them feel uneasy about PBL management. Especially,
IT faculty are deemed not good at communication, so
practical faculty training is required.
A Proposal of a New Team Building Method in IT PBL: A Trial of the SENTAI-Hero-Exercise
365
3 RELATED STUDIES
3.1 Active Learning
Active Learning (AL) has been practiced mainly in
the U.S. since the middle of the 19th century Taba
stated in his 1932 book that "active learning is that in
which the learner has some activity" (Taba 1932),
indicating that attention has been focused on the
learner's independent activity since that time There is
no unified definition of AL but it is used differently
depending on the context, referring to the learners'
own active learning itself, as in Bonwell and Eison's
"the act of learning in which students are made to
engage in activities of acting and thinking about the
content of their actions" (Bonwell and Eison 1991),
or the educational methods used to achieve this.
Yamauchi analyzed educational technology papers in
Japan since the 21st century and organized them into
four areas of research: teaching, evaluation,
environment, and support (Yamauchi 2018).
In recent years, more specific research has been
conducted on the effectiveness of AL
implementation. For example, Michael Prince (2004)
compared active learning, collaborative learning,
cooperative learning, and problem-based learning in
engineering education, and described the importance
of selecting methods that match class objectives.
The core of AL is, as mentioned above Bonwell
and Eison (1991), "Learners' self-directed learning by
realizing the need for learning. In other words, it is
important to elicit a learning attitude through
reflection. Therefore, coaching and facilitation skills
are necessary for educators. In the perspective of
research on AL, according to Yamauchi (2018), there
are very few studies on the skills and competencies
required on the part of educators. The need for teacher
education will become increasingly important in the
promotion of AL.
3.2 PBL Research in the IT Field
Through a series of enPiT initiatives, a great deal of
knowledge has been accumulated about PBL in the IT
field. For example, various efforts have been made,
such as Kondo et al.'s practical report (2014) on ICT
environment development and Hiroto et al.'s report
(2019) on assessment. In addition, Tanabata et al.
have attempted to evaluate the amount of
participation of members in PBL using function
points (2014). Especially since the implementation of
enPiT, various practical studies have been conducted.
However, most of the research is related to devices
such as PCs, network environment, curriculum
structure, and evaluation methods, etc. There are few
studies on relationship building among students in
PBL or on teaching methods. This may be attributed
to the fact that the faculty members in charge
specialize mainly in ICT and have little knowledge of
management.
4 APPROACH OF THIS
RESEARCH
4.1 PBL Structure
PBL can be divided into two types: Project Based
Learning and Problem Based Learning. In this study,
PBL is used in the sense of Project Based Learning,
which is mainly used in Japan. This is due to the
background that group work is introduced for the
purpose of learning through dialogue as described in
Chapter 2. However, in practical IT human resource
development programs such as enPiT, Project Based
Leaning is often conducted on real issues (=Problem)
(PPBL). In either case, project management
knowledge and skills are important.
In project management, Lesson Learned is
important. The aim is to improve the quality of
project management by learning from experience and
applying it to the next project. In other words, PBL
projects are also learned by pairing reflection with
learning. And this applies not only to learners but also
to educators' projects.
Learning through dialogue," which is the most
central type of learning in AL, is about deepening
learning by gaining awareness through dialogue with
others. PBL is also considered to deepen learning as
AL through learner reflection. Applying this to PBL,
PBL has a double project structure. In other words,
there are two projects: one for students to work on as
learning, and one for educators to work on as class
management. Each project is paired with project
management and reflection for learning. Figure 1
shows the elements of PBL.
The educator's project includes management of
the hard and soft aspects of the operation. In other
words, the creation of mechanisms such as
curriculum structure, implementation environment,
and evaluation methods correspond to the hard
aspects, while team management and motivation are
the soft aspects. This study focuses on the soft
aspects.
CSEDU 2023 - 15th International Conference on Computer Supported Education
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Figure 1: PBL structure.
4.2 Team Building
This section summarizes how relationships grow.
Building trust is important in the workplace (Lee and
Karimata 2017). People cannot build a relationship of
trust simply by meeting each other. A trusting
relationship is built gradually through mutual
exchange (communication). Figure 2 shows the
growth process of trust.
Figure 2: Growth Process of trust.
After "meeting" each other, people "get to know"
each other through the process of exchanging
information to learn about each other and about
themselves. In this process, they "know" not only
personal information, but also various other things
such as skills and approaches to work. However, it is
not possible to know all these things at once. Work is
done through the cooperation of multiple people, and
through this process of "cooperation," we learn more
about each other. The process of knowing includes
"knowing" in the sense of "obtaining information"
and "knowing" in the sense of understanding the
intention or true meaning, or so-called
"understanding. The term "knowing" has been the
subject of various studies in cognition, psychology,
etc. Here, however, we use the term "knowing" to
focus on the process of building trust in business. As
a result of repeated "knowing" and "cooperation,"
"trust" gradually accumulates. In other words, it takes
a certain amount of time for interpersonal trust,
systemic trust, and contextual trust to be established.
When trust is further developed, the relationship
becomes a "good friend" with a sense of intimacy.
However, in a working relationship, becoming good
friends has not only a positive aspect but also a
negative one. In other words, there is a risk of
becoming "familiar" with each other. Familiarity
tends to lead to compromise, which must be avoided
to achieve the project goal. In business, it is important
to maintain a level of "trust”.
Applying this to Enokida and Matsuodani's team
growth model (2004), the process of knowing begins
in the formative period, followed by a period of
mayhem through cooperation. During the tumultuous
period, understanding of the aims and intentions of
the other party is advanced, and the team is
considered to move toward the normative period
while deepening mutual understanding. In today's
projects, where teams need to be set up quickly, the
leader needs to be actively involved in team building
from the early stages, rather than letting things
happen naturally, to ensure a smooth transition to the
normative phase. The leader must be actively
involved in team building at an early stage, rather
than letting it happen naturally. Li and Karimata
(2022) introduced that interpersonal trust arises when
others engage in verbal and non-verbal conformity,
consideration, equality, self-disclosure, and
integration. In other words, early team building is
effective, and it needs to be even more relational than
icebreaking.
4.3 Proposed Method
We propose the "Sentai-Hero-Exercise" developed in
this study as a team-building method that can be
implemented even by teachers with limited
experience in team management. This is an exercise
in which members play the role of SENTAI heroes*
(hereafter referred to as "team heroes") by applying
the famous Japanese form of team-based heroes to
PBL teams.
*SENTAI heroes: SENTAI Hero is the "Super
Sentai" series. It is a Japanese TOKUSATSU TV
drama series started in 1975 by Toei Co. and has been
broadcast for more than 50 years, with a new show
aired every year with a new setting. Although the
settings change, the format remains consistent, with
several characters transforming into heroes armed
with their own color-coded masks and suits to fight
evil trying to take over the world. Super Sentai is a
popular content series broadcast in 150 countries
around the world as Power Rangers.
A Proposal of a New Team Building Method in IT PBL: A Trial of the SENTAI-Hero-Exercise
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The purpose of this exercise is to perform the
relationship-building steps of "knowing" and
"working together" in a short period of time. This
requires a deeper level of cooperation than a typical
icebreak. Furthermore, the objective is to enable
participants to proactively facilitate team building
even if the educator does not have team-building
skills.
The "team hero" was chosen as the theme for the
exercise because (1) it is widely known and easy for
participants to visualize, and (2) it can be adapted to
project members with various personalities. In
designing the exercise, we interviewed actors who
had played heroes in TV shows to design the
composition of team members and the team-building
process.
Team heroes have a vision of the world they want
to achieve and the monsters they need to fight. To this
are added the goals and impediments to achieving the
project. To accommodate diversity, each hero should
have strengths and weaknesses, as well as special
skills that match their personality. The goal is to
create a relationship in which members help each
other and enhance the strength of the team. It is like a
child playing "pretend," where members introduce
their strengths and weaknesses and discuss how to
demonstrate and cover them in order to achieve the
project's goals, thereby building mutual
understanding.
The Troop Hero Exercise consists of five steps.
They are as follows.
Step 1. Self-introductions [know]
Aim: To break the ice.
What to do: Briefly talk about the name you would
like to be called, your strengths and special skills, and
your role in the team.
Step 2. The world and the monster we are aiming
for [Cooperation]
Aim: Become aware of the project goal and the
challenges to reach it.
What to do: Express the project goal in one sentence
that they can understand. Personify the obstacles that
will be the most difficult to achieve the goal and make
them into monsters.
Step 3. Team name and hero name [know]
Aim: Self-disclosure.
Each team member decides on a hero name and a
name. At that time, they talk about their strengths and
roles, and how they will contribute to the team's goal.
Ask each other questions to find commonalities and
decide on a consistent name. Discuss special moves
against the monster. Also, decide on a team name that
synthesizes the names of the heroes.
(e.g., Ichiro Tanaka, the Python Helping Blue who
dashingly appears when he has technical problems)
Step 4. Transformation pose [cooperation]
Aim: Transformation into a team member
Decide the hero's name and the pose when saying the
team name.
Step 5. Presentation [Cooperation]
Aim: Commitment to the goal
Make a declaration to the whole class
4.4 Practice and Discussion
4.4.1 Contents of Implementation
We tried the exercise in August 2022. Three teams
were targeted, with five to six participants per team,
all of them mixed teams of business person and
university students. Each team will work on the
development of a new product as a three-month
project, following the design thinking process. This
exercise was conducted as a team-building activity.
The participants knew each other as business person
and university students, but the business people and
university students were meeting each other for the
first time. The exercise was scheduled to last
approximately one hour, including the explanation of
the exercise. The following is a description of the
content of the exercise and the results of the
observations.
First, the overall flow was explained and Step 1.
was conducted. The team members were gathered for
the development of a new product, but since no role
other than that of the leader had been determined, I
asked the team to discuss the roles they would need
to play. Ten minutes were used here. This phase
corresponds to "meeting" and "getting to know each
other. Since they were meeting for the first time, they
awkwardly introduced themselves.
Next, Step 2. and Step 3 were conducted in
succession. because the time for Step 1 was short,
much time was spent on linking strengths to roles in
the team and on establishing commonalities. As a
result, the team spent about 25 minutes, exceeding the
scheduled 10 minutes. At this point, the leaders of two
teams had already taken the initiative to draw out the
strengths of their members by becoming the leaders
of the heroes. The remaining team was facilitated by
a member other than the leader.
Next, Step.4 was conducted. 2 teams had
members who participated remotely, so it was
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difficult to think of specific physical movements.
There were some poses that the team members could
not do because of their stiffness, and there were some
opinions that they did not want to do them, resulting
in confusion and conflict. However, since the
presentation time was fixed, those who did not want
to do the poses seemed to have compromised to some
extent. It took 55 minutes from the start of the
exercise to this point.
Finally, as Step.5, the teams made their
presentations. Each team announced its name and
transformation. The figure3 and figure4 show the
presentation; one of the participants was on Zoom, so
he was transforming himself in the computer. The
facilitator was only in charge of the opening
explanation and timekeeping and left the rest to the
teams. Finally, the session exceeded the scheduled
time and ended in 1 hour and 15 minutes.
4.4.2 Result
According to the participants' questionnaire, this
exercise was found to be beneficial for team building,
with approximately 70% of the participants
answering, "very good" or "good" and 30%
answering "average. When asked the question, "Do
you think you could have become a team? About 70%
of the participants answered "Yes, I think so. The free
description included the following items: "I think I
was able to understand and get along with the team
members to some extent in a short period of time
(about one hour). The game was fun, and I think it
will be useful in other team-building activities as
well. Positive evaluations of the exercise were
notable. The new product development meeting held
the week after the exercise was very smoothly for all
three teams.
4.4.3 Consideration
The results of the participants' questionnaires suggest
that even a short time was effective for team building.
However, in this trial of the SENTAI-Hero-Exercise,
the target project was the development of a new
product, and it is thought that many of the participants
were originally proactive in their interactions with
others. As a result, it is possible that the team building
process went smoothly even in a short exercise. Since
we were only able to evaluate the progress of the
project through observation, it is necessary to study
the evaluation method.
However, the use of the Team Hero format made
it easy for the leader to exercise leadership even
among members who had never met each other
before, and the members were able to "get to know"
and "cooperate" with each other while having fun.
The fact that the facilitators were able to build the
team by themselves with little intervention is also
commendable.
Figure 3: Step 5 (one member in PC).
Figure 4: Step 5.
5 CONCLUSIONS
In this paper, we organized the structure of PBL and
proposed a exercise method that facilitates team
building even for teachers with little experience in
team management. we found that the Sentai-Hero-
Exercise can implement team building even with little
experience in facilitation. We also confirmed that the
exercise enables the "knowing" and "working
together" of the trust-building process to be
conducted in a short period of time, promoting mutual
understanding among teams, and achieving
teambuilding. Future issues include implementation
in teams with a larger number of members and
demonstration of the proposed method by teachers
with limited experience in team management.
A Proposal of a New Team Building Method in IT PBL: A Trial of the SENTAI-Hero-Exercise
369
ACKNOWLEDGEMENTS
This work was supported by JSPS KAKENHI Grant
Number JP22K02839.
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