It sounds like you have a problem with players metagaming (acting on information the player has, but his character doesn't), and you're fixing that by having the players explicitly inform each other. This usually works fine as long as players don't have to do it too often – but if you're requiring them to relay the info to the group every time they make a perception check, then it's going to get tedious and the players will take shortcuts like the ones you're seeing now. This is especially true if the player can literally say "what he said" immediately after you tell the player something – it's going to feel like a pointless hurdle, rather than realism.
Only make players relay information when it potentially affects the story. If time isn't limited, if the characters are reasonably near each other, or if they aren't concerned about being overhead, don't enforce relaying information. When the characters split up to get information and then gather to share it, just tell them "you share the information you learned." Let them know that they can choose to not share information, and they can speak up afterward. It could go something like this:
Bob: I find my drinking buddies and see if they know anything about the missing MacGuffin.
Jim: I ask my underworld contacts about the missing MacGuffin, and also whether there are any gangs that need a safe-cracker.
(The party splits up and decides to rejoin that evening. Later...)
DM: Bob, you learn there's a big coliseum game coming up that's MacGuffin-themed. Jim, you learn that somebody's been trying to sell a MacGuffin, but none of the fences want to buy it. Oh, and the Slimetown Shivs Gang is going to rob the mayor's house tomorrow night, and they need someone who's good with locks. You guys swap info.
Jim: Hey, I'm not taking about the Slimetown job!
DM: Okay, you only mention the MacGuffin.
The game goes faster, and players don't need to mention every single time they share information.
But what if it does matter? Then you tell the players why it matters, and ask them what they'd like to do.
Jim: I listen at the door to see if there's anything on the other side. (roll)
DM: You hear a quiet argument between two goblins – it sounds like somebody cheated at gambling. Suddenly, you hear a knife being drawn, probably by one of the goblins, and the argument goes real quiet – you could hear a pin drop. Do you want to speak up to tell the party what's going on?
Only make the players jump through hoops with relaying information if the act of relaying the information is going to change something, or if there's some reason why they wouldn't relay the information.