Intervention(s)
Participants will complete a series of individual and team tasks on Play Together, a platform designed to assess and enhance teamwork and leadership skills among secondary and tertiary education students through performance-based tasks. The platform was developed by one of the co-PIs. We will assess teamwork abilities and study team interactions with the platform with students at flagship university in Colombia.
The tasks on the platform were selected following the existing literature on teamwork in organizational studies (Woolley et al., 2010), psychology (Hall & Watson, 1970), and economics (Weidmann & Deming, 2021). Specific examples of the tasks include the Guilford test of alternative uses, where participants come up with ideas about how to use an object; reproducing art, where participants reproduce the pattern of a color grid; and Raven's Progressive Matrices, where participants identify the missing element that completes a pattern. Other tasks are specifically associated with the measurement of teamwork, including "Lost at Sea" and "Lost on the Moon", where participants first individually and then in teams need to rank fifteen objects in order of importance to survive. To ensure the reliability and validity of the measurement of teamwork and leadership skills, we will complement these tasks with academic tests compatible with the coursework of the participants in our project. These tests will cover various subjects, including microeconomics and macroeconomics. In general, while previous research has employed some of these tasks and tests to assess individual abilities, our methodology aligns with recent studies that employ them to investigate contributions within a team dynamic beyond individual abilities (Weidman & Deming, 2021).
The platform has two different stages for most of the tasks. First, participants solve the tasks individually, allowing us to measure individual abilities. At this stage, we also collect other measures of non-cognitive skills and social preferences (personality, trust, social perceptiveness). In the second stage, participants solve the tasks in teams. For most of the tasks, participants need to agree on their answers to proceed on the platform. For other tasks, such as “Reproducing Art”, participants need to coordinate their actions to make progress as a team. During the group stage, participants can communicate with their teammates via chat boxes. The use of chat boxes to assess collaborative problem-solving skills has been validated in other contexts—such as the PISA assessment of collaborative problem-solving abilities (OECD, 2017)—and mimics current workplace practices where chats are an important tool for coworkers to communicate.
The main interventions will take place at the team stage. There are two levels of randomization in the experimental design:
1. Team composition: Participants will be randomly assigned to either single-income-level teams or mixed-income-level teams, conditional on their socioeconomic status. For example, low-income individuals can be randomized either to an all-low-income team or a mixed-income team. In this case, there would be three types of groups: all-low-income teams, all-high-income teams, and income-mixed teams.
2. Information: The second randomization is the information about team members that is revealed or not to participants. Here, we will have three treatment arms:
a. Anonymous: all activities will be anonymous.
b. High school revealed: we will reveal the graduating high school as a signal of income in Latin America.
c. Names: we will reveal names that signal both income and other information about participants.