Humans are originally popular and tend to form groups. In other words, "two or more individuals affecting each other through social interaction". This group meets various human needs, such as the need for survival, psychological necessity, information and interpersonal necessity, forcing individuals to become part of the group. Clearly, the classroom is an environment that encourages the formation of teams, creates some needs that students achieve with the team, and provides a common goal to the team, which is the reason for the formation of the team and the main cohesion . Unite people.
To my knowledge, the first way beyond the roles that are presented simply in the group is to understand that this dynamics always plays a role in the group. There will always be roles and expectations due to the group and identity we have, the group and identity we are in, and the interaction between them. In order to communicate this idea to other people in our community, we did some simulations. First, we made a shorter experimental version of Stanford Prison, except that we used the king and servants to replace the guards and prisoners. There are four people in each group, and characters are randomly assigned by choosing a name from a hat. What the participants do not know is that the character switches 30 minutes after the servant attempts the king, and vice versa, the character switches after another 30 minutes.
Kurt Lewin, a social psychologist and change management expert, was called "group dynamics" in the early 1940's. He pointed out that people often do different roles and behaviors when working in groups. "Group Dynamics" explains the influence of these roles and behaviors on other group members and the entire group. Groups with positive dynamics are easy to find. Team members trust each other, they devote themselves to collective decision making, and they are responsible to each other and cause things to happen. In addition, researchers have found that if the team has positive power, the members have nearly twice the creativity of the average team.