Hackathons: A Creative Approach to Developing Researchers and Solving Educational Challenges

Hackathons: A Creative Approach to Developing Researchers and Solving Educational Challenges

What do we expect from our education postgraduate research graduates in the 21st Century? The pace of society and its workplaces demands innovative, creative thinkers. This sits alongside all of the composite research skills they should acquire during their research degree (Ireland’s Nationals Skills Strategy 2025, DES; Doctoral Skills Statement, IUA).

During the slow burn of a research degree, it can be tricky to obtain fast-paced transversal skills, such as innovation, dynamism, and quick problem-solving. Events that allow research students to use strategies like design-based thinking (Razzouk & Shute, 2012) through challenge-based learning (CBL) tasks offer a way to do this. An example of one such event is a hackathon. A hackathon is a rapid, time-bound, pressurised problem-solving event.

Hackathons first emerged in the late 1990s. The ‘tech’ community broadly agrees that software programmers working on the export of cryptographic software in the OpenBSD project coined the phrase ‘hack’ to describe the exploratory work they were doing. Since then, Hackathons have been used widely in companies the world over; for example, they have led to the creation of many so-called ‘unicorn’ companies. More recently, their worth has been recognised in addressing worldwide challenges affecting climate and education

DCU Institute of Education held its own two-day virtual hackathon event called ‘Hack to Transform. This weekend event for postgraduate research students invited participants to solve/hack an education challenge for the 21st Century. In Hack to Transform, the focus was on one particular quadrant of The DCU IoE Postgraduate Researcher Development Framework: Personal Effectiveness Competencies. These intangible competencies include personal agility, teamwork, independence and creativity. Hack to Transform enabled research students to practise their creative problem-solving skills in order to create a pragmatic solution to the education challenge. The education challenge was broad enough to cover the range of research interests among the teams:

How can we ensure the most effective education experience for all in the 21st Century?

After one-minute pitches delivered by the students to their fellow participants on their proposed approaches, they voted on the five most workable solutions, using Tricider. They then formed five teams of three within which they could hack. The research students used the six stages of Design Thinking as a foundation for their approach to the challenge (Razzouk & Shute, 2012).  These are:

  1. Empathy – gaining an empathetic understanding of the problem you’re trying to solve. Setting aside your assumptions and gaining insight into users and their needs
  2. Define – stating users’ needs and problems. Defining the core needs and creating the problem statement.
  3. Ideate – challenging assumptions and creating ideas… thinking outside the box. Looking for alternative ways to solve the problem
  4. Prototype – creating some possible solutions
  5. Test – checking with key stakeholders regarding viability of prototype…seeing if solution meets stakeholders’ needs
  6. Launch – putting the solution out to ‘market’. This was not achievable in the short space of time on this event. 

Working in a new team was central to the event. Education research students can often operate in a workspace vacuum, working in a solitary independent manner on their research (Carpenter, 2012, Pyhalt Toom, Stubb, Lonka, 2012). Indeed, most of the students who participated in this event had never met one another. The feeling of togetherness (even virtually) generated in working towards a common goal intensively over the two days developed relationships among the students which didn’t exist previously. They relied on one another and pulled expertise from a wide-ranging pool of resources.

The teams of research students were each supported by a mentor from outside of the university and academic setting. This increased their awareness of differing audiences for their work and the importance of clarity in what they were suggesting as a solution.  Mentors were approached as they were experienced leaders in their fields. Some were international and some were from the tech industry, from where Hackathons are thought to have originally emerged 

Students were encouraged to present their solution to the assembled judging panel in an innovative way, so no slide decks! Some solutions included short films and interviews with key stakeholders. Judging criteria were provided in advance, and a scoring rubric was used by the five judges to pick the worthy winner: FUNdamential Education, which offered a novel approach to delivering education in the future.    

The experienced judging panel remarked on the “high standard and innovation of the student presentations despite the limited timeframe”. Both they and the mentors were impressed by the professionalism, creativity, and reflexivity exhibited by the first-time participants. Mentors observed the bi-directional learning that occurred between themselves and their team. Strong working relationships were built.  

Feedback from the students was also very positive, with many of them citing the “fun” they had and the opportunities they had to networkwith people with whom [they] otherwise would not be in contact” and “to work on creative ideas under pressure”. One student stated, “It has been fantastic to share this experience with people interested in solving big questions in education”. Many of the wider staff in the Faculty (including Management) attended the final presentations and prize-giving ceremony. Their presence and subsequent endorsement of the event, coupled with the positive feedback from participants, has ensured that Hack to Transform will be an annual fixture on the Faculty’s research events calendar into the future. 

This Nano CBL event provided an opportunity for the realisation of the vision for Doctoral study in the Institute of Education at DCU. That vision espouses the principle that postgraduate study does not operate within a blank space, but rather within a vibrant, dynamic, and interactive academic community. 

Dr Gillian Lake

Dr Gillian Lake

Assistant Professor in Early Childhood Education and Chair of Postgraduate Studies by Research at DCU Institute of Education

Gillian is an Assistant Professor in Early Childhood Education and Chair of Postgraduate Studies by Research at DCU Institute of Education. She is also a Fellow of Advance HE, (FHEA) in the UK.

She was a Primary Teacher in Ireland for many years before first undertaking an MSc in Child Development & Education (University of Oxford). She was then awarded the Elfrida Talbot Scholarship to undertake a Doctorate of Philosophy in Education at University of Oxford, focusing on language development and Early Childhood Education. She has continued to work in this area, both as a lecturer (DCU & Oxford Brookes University, UK) and a researcher.

Her current research projects in the area of Early Childhood Education have allowed her to collaborate with industry, the early childhood sector and international research partners. She was recently invited to join the review panel for the International Journal of Early Years Education and is a regular reviewer for the European Early Childhood Education Research Journal.

Gillian was shortlisted for both the DCU President’s Award for Excellence in Teaching and the DCU President’s Award for Engagement in 2021. She is DCU’s representative on the National Academic Integrity Network and has just secured SATLE Funding – €15, 000 (National Forum for the Enhancement of Teaching and Learning in Higher Education) for a project which is investigating Awareness of Academic Integrity across all DCU stakeholders.

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How Design Thinking in Education can Help During COVID-19

How Design Thinking in Education can Help During COVID-19

In April 2020, Dr Fiona Chambers, a Senior Lecturer in PE and Sport Pedagogy at University College Cork in Ireland, drew an idea on the back of an envelope. She envisioned a plan to kickstart sport and physical activity during and beyond the pandemic, using the principle of Design Thinking in Education.

This idea has become the first Global Design Challenge for Sport and Physical Activity. Here she tells us the reason behind this challenge and how she went about organising it. But first, we wanted to know – what is Design Thinking and how does it work in the field of Education?

Design Thinking in Education

Design thinking is universally used in innovation to solve intractable human-centred problems (Buchanan 1992) in any field, including education. It can be used to innovate processes, products, or services. In so doing, it engages creative multi-disciplinary, multi-stakeholder teams to use a systematic and collaborative approach to identifying and creatively solving problem (Luchs, Swann and Griffin, 2016, p. 2).

Design thinking brings ‘designers’ principles, approaches, methods, and tools to problem-solving’ (Brown, 2008, p.1). Lockwood (2016) asserts that the design thinking process ‘emphasises observation, collaboration, fast learning, visualization of ideas, rapid concept prototyping, and concurrent business analysis’  (n.p.). The defining pillars of design thinking (Brown, 2008) are problem centeredness, nonlinearity, optionality, and the presence of uncertainty and ambiguity (Liedtka, 2015).

Design challenges are wicked (complex) as they are ‘not stable but continually evolving and mutating and had many causal levels’ (Blackman et al, 2006, p.70) and adding to this complexity, there are intergenerational, multisectoral, and multicultural stakeholders associated with the challenge that hold a range of philosophical views. Design thinkers use empathy to understand the end-user and spend 80% of their time defining the problem before moving into the solution space.

Design thinkers have a particular mindset (open, optimistic, comfortable with ambiguity), follow a process (six stages), and use space as a tool for optimising creativity. Design Thinking can be used to develop educational strategy, innovate curricula, assessment, and develop new ways of researching the experiences of young people and all stakeholders in the field of education.

Design Thinking, Education and COVID-19

We are seeing empty football stadiums, matches taking place behind closed doors, and sports clubs of all kinds restricting access. Social distancing restrictions are making training different and changing the nature of participation in sport. At the same time, people are more conscious than ever of the need to stay physically active. The ‘free to enter’ global challenge we set was designed to ask  the question:

How might we sustainably redesign sport and physical activity for children and families, the young and the not-so-young, for participants, spectators, fans, and community groups, so that it is inclusive, accessible, attainable – and fun! –  during the pandemic and afterwards?

We drew together some of Ireland’s leading sporting organisations, and a range of world organisations, to launch this global design challenge aimed at reimagining what sport and physical activity might look like during and after the Covid-19 pandemic.

Sport Ireland, the Federation of Irish Sport, the Irish National Centre for Outdoor Education and Training, University College Cork Sport, Cork Local Sports Partnership, ISCA, TAFISA, TACTHUB, Deporte para la Educación y la Salud, and Sport for Life Canada looked for the best ideas on how sport and physical activity could survive and thrive in a world remarkably different from what has gone before.

Global Design Challenge for Sport and Physical Activity

The Global Design Challenge for Sport and Physical Activity took place over the weekend of the 26 – 28 June 2020, with teams asked to submit ideas online.  In all, 189 teams took part.

When coming up with ideas, participants considered some of the following dimensions:

  • What is the potential of sport and physical activity to help moderate the impact of Covid-19?
  • Can you evaluate the current methods for managing the safe use of sport and physical activity locations during and after the Covid-19 pandemic?
  • How can we improve the clinical care of people with Covid-19 infections through sport and physical activity?
  • How can we reduce disparities in sport and physical activity opportunities during crises and post-crisis?

The registered teams were provided with free support in the form of a preliminary one-hour Workshop on Design, with Judie Russell of the Vidacademy providing video-making resources to help participants prepare their pitch.

Having completed the judging in July, there are now 37 finalist teams from across 40 countries and 12 time zones. These teams are now entering the eight-month incubation phase (September 2020 to April 2021) where Partners/Incubators will help teams to test their ideas and to seek funding. Successful teams are also being mentored by experts from across all sectors.

The Global Design Challenge for Sport and Physical Activity is being observed by UNESCO, Commonwealth Secretariat, and the World Health Organisation.

Many research organisations are supporting the Challenge, including AIESEP, and PHE Canada and EERA, in particular, NW18 Research in Sport Pedagogy i.e. Dr Rachel Sandford and her team of convenors. 

You can find the other participant videos here

“We are using the principles of Design Thinking to reimagine a world of sport and physical activity and we invite the best ideas from around the globe”.

If you want to know more:

Here is our website: https://www.tacthub.com/sportinnovation

Follow us on

Instagram: https://www.instagram.com/globaldesignchallengesport/

Facebook: https://www.facebook.com/GlobalDesignChallenge/

Twitter: https://twitter.com/GlobalDesignCh1

 

Global Design Challenge 2.0 will be launched in May 2021

Dr Fiona Chambers

Dr Fiona Chambers

Head of the School of Education, University College Cork in Ireland

I am the Head of the School of Education, a Senior Lecturer in PE and Sport Pedagogy at University College Cork in Ireland. I am also a Hasso-Plattner Institute-certified Design Thinking Coach and the Programme Director for the new PGDip in Innovation through Design Thinking at my university.

My teaching, research and civic engagement focuses  particularly on the areas of (a) Physical Education and Sport Pedagogy, (b)  Mentoring, and (c) Social Innovation. Since 2009, I have been a reviewer on 12 international high impact peer review journals and a reviewer for Routledge books. Since 2009, I have published 4 edited books, 14 books, 27 book chapters, 18 peer reviewed articles and 115 conference papers. I am (i) an Invited Member of UNESCO Scientific Committee for Physical Activity; (ii) Secretary General, Association Internationale des Écoles Superiéure d’Éducation Physique (AIESEP); (iii) Co-founder and Convenor of European Educational Research Association (EERA) Network on Research in Sport Pedagogy (iv) founder of the Global Design Challenge for Sport and Physical Activity.

http://publish.ucc.ie/researchprofiles/A013/fchambers