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Article
Publication date: 1 April 2004

Efficacy of role‐playing pedagogy in training leaders: some reflections

Olusegun Agboola Sogunro

As the need is rife for today's leaders to make swift and perfect decisions, they need to learn critical thinking and interpersonal skills as quickly as they can. The…

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Abstract

As the need is rife for today's leaders to make swift and perfect decisions, they need to learn critical thinking and interpersonal skills as quickly as they can. The traditional pedagogical techniques of training lack the potentiality to make these happen. Not only are they rigorous, and less dynamic, but also they are less learner‐centered, less experiential, and often predispose learners to evaluation anxiety situations. The method of role‐playing differs in many unique ways. Its ability to induce participants to quick understanding notwithstanding, it also has the potential to transform theoretical concepts into an experiential format. In all the scenarios presented in this paper, role‐playing has presented itself as one of the most promising training techniques today. This paper attempts to reflect on the efficacy of role‐playing as an effective pedagogical technique. Implications for practice and research are also discussed.

Details

Journal of Management Development, vol. 23 no. 4
Type: Research Article
DOI: https://doi.org/10.1108/02621710410529802
ISSN: 0262-1711

Keywords

  • Role play
  • Teaching
  • Training
  • Leadership

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Article
Publication date: 4 March 2014

Learning computer ethics and social responsibility with tabletop role-playing games

Katerina Zdravkova

Tabletop online role-playing games enable active learning appropriate for different ages and learner capabilities. They have also been implemented in computer and…

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Abstract

Purpose

Tabletop online role-playing games enable active learning appropriate for different ages and learner capabilities. They have also been implemented in computer and engineering ethics courses. The paper aims to discuss these issues.

Design/methodology/approach

This paper presents the experience of implementing role-playing in several courses embedded in Web 2.0 environment, with an intention to confront complex and sometimes mutually conflicting concepts, and integrate them into a whole.

Findings

Typical examples introducing two basic scenarios representing individual and collaborative learning scripts are presented together with the detailed analysis how the games were performed, the effort to participate in, and to maintain them. Particular attention is paid to student feedback.

Originality/value

The paper concludes with the basic findings of the effects of role-playing in current learning computer ethics and social responsibilities courses, and recommendations for future implementation of similar asynchronous learning online activities in order to increase their academic value and prepare students for their forthcoming professional integration.

Details

Journal of Information, Communication and Ethics in Society, vol. 12 no. 1
Type: Research Article
DOI: https://doi.org/10.1108/JICES-09-2013-0038
ISSN: 1477-996X

Keywords

  • Web 2.0
  • Online communities
  • Social responsibility
  • Computer ethics
  • Ethics education
  • Virtual collaboration

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Article
Publication date: 10 April 2007

Role‐playing: a learning process to aid supply chain integration

Michael D.J. Clements

This paper introduces an alternative use of an existing learning mechanism to aid in gaining acceptance of others' roles within a supply chain. This view places an…

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Abstract

Purpose

This paper introduces an alternative use of an existing learning mechanism to aid in gaining acceptance of others' roles within a supply chain. This view places an emphasis on role‐playing as a means to improve supply chain integration.

Design/methodology/approach

This paper is conceptual and introduces a learning technique to enable both “hard” and “soft” systems orientated participants to be better understood between chain partners.

Findings

The findings presented in this paper are conceptual. However, the technique offered has partially proven success in other management scenarios and yet to be tested in supply chain management.

Practical implications

By embracing role‐playing, practitioners have opportunities to develop a deeper understanding and appreciation about other roles that participate in the same supply chain as themselves, creating an opportunity for enhanced integration between roles within their supply chain.

Originality/value

The value of this paper is to invite the reader to consider role‐playing as a mechanism to encourage and educate supply chain participants in the roles of others who participant in the same chain from another perspective. This learning technique will contribute towards integration internally between functions of the organization and in an inter‐organizational capacity along the supply chain.

Details

Development and Learning in Organizations: An International Journal, vol. 21 no. 3
Type: Research Article
DOI: https://doi.org/10.1108/14777280710739070
ISSN: 1477-7282

Keywords

  • Role play
  • Supply chain management
  • Integration

Content available
Article
Publication date: 2 December 2019

The effectiveness of applied learning: an empirical evaluation using role playing in the classroom

Harneel Acharya, Rakesh Reddy, Ahmed Hussein, Jaspreet Bagga and Timothy Pettit

The purpose of this paper is to evaluate the effectiveness of role playing as an applied learning technique for enhanced classroom experiences as compared to traditional…

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Abstract

Purpose

The purpose of this paper is to evaluate the effectiveness of role playing as an applied learning technique for enhanced classroom experiences as compared to traditional lecture methods.

Design/methodology/approach

This study uses the pre-test/post-test design to conduct experiments with several control and experimental groups. Subjects are graduate students in an MBA program at a private, non-profit university in a traditional classroom setting.

Findings

Students in the experimental group gained significantly more knowledge (post-test minus pre-test scores) – 45 percent higher – through participation in the role playing exercise as compared to the control group.

Research limitations/implications

This study represents only a single educational discipline explored using a single role playing learning activity. Impacts on the long-term retention of the knowledge should be studied further.

Practical implications

Educators should enhance their classroom experience with more applied learning activities such as role playing in order to increase knowledge gain and potentially longer knowledge retention.

Originality/value

This study uses a customized role playing activity within a business curriculum as one of many applied learning techniques. The value to students was shown by significantly higher gain in knowledge while simultaneously enhancing their enjoyment of the classroom experience to potentially encourage further lifelong learning.

Details

Journal of Research in Innovative Teaching & Learning, vol. 12 no. 3
Type: Research Article
DOI: https://doi.org/10.1108/JRIT-06-2018-0013
ISSN: 2397-7604

Keywords

  • Experimental design
  • Applied learning
  • Teaching styles
  • Enhanced learning
  • Role playing

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Article
Publication date: 7 August 2017

Using netnography for the study of role-playing in female online games: Interpretation of situational context model

Yi-Sheng Wang, Wei-Long Lee and Tsuen-Ho Hsu

The purpose of this paper is to explore in depth the special context and unique life experience of the online role-playing game and to provide insights regarding an…

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Abstract

Purpose

The purpose of this paper is to explore in depth the special context and unique life experience of the online role-playing game and to provide insights regarding an interpretation of the situational context model.

Design/methodology/approach

This study uses netnography, online interviews, and the physical travel of researchers to the field for field participation and observations. The combination of netnography and online interviews combines online and offline studies to achieve more consistency in the data collection, analysis, and other processes. In-person participation in observations makes the research more realistic. The combination of these qualitative methods is helpful in achieving a more comprehensive and accurate research process.

Findings

The findings of the study can be classified into a three-stage situational context approach, which is presented in the form of propositions. Finally, the insight of the situational context model was developed.

Research limitations/implications

This study only focussed on office workers and students in online role-playing game. Therefore, the samples should be extended to other massively multiplayer online games, including different nationalities and professions for comparative analysis and related studies. Through the expansion of the sample size, a representative and stable cyber model can be established.

Originality/value

The theoretical contribution of this study is to establish an interpretation of the situational context model and eight related propositions. The study revealed the mystery of female online role-playing games.

Details

Internet Research, vol. 27 no. 4
Type: Research Article
DOI: https://doi.org/10.1108/IntR-04-2016-0111
ISSN: 1066-2243

Keywords

  • Netnography
  • Online games
  • Role-playing
  • Situational context

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Article
Publication date: 28 June 2013

The strategic micro‐firm: a role play in management training for dynamic businesses

Federico Barnabè, Cristiano Busco, Pål I. Davidsen, Maurizio Lambri and Gianfranco Zatta

The purpose of this paper is to present the main characteristics of the role‐playing game “Strategic Micro‐Firm” which aims to reproduce the fundamental features of a…

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Abstract

Purpose

The purpose of this paper is to present the main characteristics of the role‐playing game “Strategic Micro‐Firm” which aims to reproduce the fundamental features of a complex supply chain.

Design/methodology/approach

A specific role‐playing game is presented, in which a Balanced Scorecard is used as the reporting device and is the main tool for analysing players' performance. The research design and the typical outcomes of several gaming sessions are discussed.

Findings

The paper illustrates the strengths of using this specific role‐playing game as a means for training managers to face complex and dynamic issues, such as the supply chain.

Research limitations/implications

Depending on the features of the specific game and the interaction taking place, different kinds and various degrees of learning and performance improvements can occur. Therefore, it is not possible to provide a generalization.

Practical implications

The paper shows that gaming can play a relevant role in management training, providing free and safe environments in which players can face decision‐making issues and problem‐solving challenges.

Originality/value

The paper demonstrates how a specific role‐playing game maybe used in management education/training to incentivize improvements in problem‐solving skills as well as in communication and coordination. Role playing could be used for support in designing supply chain management policies, providing a safe, simulated environment where managerial strategies may be explored and discussed before their implementation. The paper's originality relates to the adoption of the Balanced Scorecard as the main reporting and performance assessment tool for the gaming experience.

Details

Journal of Workplace Learning, vol. 25 no. 5
Type: Research Article
DOI: https://doi.org/10.1108/JWL-May-2012-0041
ISSN: 1366-5626

Keywords

  • Managers
  • Roleplay
  • Management development
  • Management training
  • Game theory
  • Management education
  • Performance appraisal
  • Balanced Scorecard
  • Strategic management
  • Supply chain management

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Book part
Publication date: 8 February 2021

Familial Locative Play: Family Life

Michael Saker and Leighton Evans

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided…

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Abstract

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of play and the myriad definitions that surround this term. Having established the various way in which this phenomenon can improve the lives of those who engage in it – physically, emotionally and cognitively – we go on to consider how play has gradually shifted from public spaces and into designated playgrounds, and how this trend corresponds with children concurrently moving away from the streets and into their bedrooms. Following this, we explore the impact digital technologies are having on the practice of parenting, paying particular attention to video games as a significant facet of youth culture that is often associated with a range of negative connotations. Yet, video games are not intrinsically bad. As we outline, research on intergenerational play and joint-media engagement (JME) readily demonstrate the many benefits families can experience when these games are played together. What is missing from this developing body of work is the familial playing of locative games and the extent to which this practice adds contours to our understanding of this field. The chapter is, therefore, driven by the following research questions. First, why and how do families play Pokémon Go? This includes the different roles that family members adopt, alongside motivations for families playing this game, how the playing of this game complements the rhythms of family life and the extent to which this hybrid reality game (HRG) is suited to intergenerational play. Second, what impact does locative familial play have on families, collectively speaking, and regarding individual family members? Here, we are not just interested in whether this game allows families to bond and how this bonding process is experienced, but also whether the familial play of Pokémon Go provides families with any learning opportunities that might facilitate personal growth beyond the game. Third, what worries might parents have about the familial playing of Pokémon Go and to what extent does the locative aspect of this game reshape their apprehensions?

Details

Intergenerational Locative Play
Type: Book
DOI: https://doi.org/10.1108/978-1-83909-139-120211013
ISBN: 978-1-83909-139-1

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Article
Publication date: 1 February 2005

Assessing the learning experience in a business process re‐engineering (BPR) course at the University of Bahrain

Minwir Al‐Shammari

The main purpose of the study was to assess students' perceptions of cognitive, affective, and interactive benefits in a business process re‐engineering (BPR) course using…

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Abstract

Purpose

The main purpose of the study was to assess students' perceptions of cognitive, affective, and interactive benefits in a business process re‐engineering (BPR) course using five adopted teaching tools: role‐playing, case studies, group assignments, electronic collaboration, and invited lecture.

Design/methodology/approach

A list of 18 closed‐ended questions and one open‐ended question was distributed to a sample of 46 undergraduate students at the University of Bahrain's College of Business Administration who participated in the study.

Findings

Descriptive statistics (mean scores) revealed that role‐playing was the most useful technique in the improvement of students' cognitive, affective, and interactive skills, followed by group assignments, case method, invited lecture, and electronic collaboration respectively (except for the improvement of cognitive skills where the invited lecture prevailed over the case method). ANOVA results revealed that there were no significant differences in perceptions of cognitive benefits between most teaching tools. The only significant variations detected were between the web‐based tool on the one side and the rest of tools on the other. Significant differences were also found in perceptions of affective and interactive benefits for almost all teaching tools.

Originality/value

The best practices resulting from the adopted teaching process are expected to form a blueprint for benchmarking design of a BPR course or a course in other business subject areas.

Details

Business Process Management Journal, vol. 11 no. 1
Type: Research Article
DOI: https://doi.org/10.1108/14637150510578728
ISSN: 1463-7154

Keywords

  • Business process re‐engineering
  • Learning
  • Case studies
  • Lectures
  • Process management
  • Bahrain

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Book part
Publication date: 13 May 2019

Dualism–Duality–Duplex

Jiří Šubrt

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Abstract

Details

Individualism, Holism and the Central Dilemma of Sociological Theory
Type: Book
DOI: https://doi.org/10.1108/978-1-78769-037-020191004
ISBN: 978-1-78769-038-7

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Article
Publication date: 4 December 2017

Adolescents’ trust in food messages and their sources

Jenny Rendahl, Peter Korp, Marianne Pipping Ekström and Christina Berg

The authors used role-playing with subsequent focus group interviews in order to explore how adolescents negotiate conflicting food messages they encounter in their…

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Abstract

Purpose

The authors used role-playing with subsequent focus group interviews in order to explore how adolescents negotiate conflicting food messages they encounter in their everyday lives. The purpose of this paper is to describe adolescents’ perceptions about different messages and their sources and to explore the trust they place in such sources.

Design/methodology/approach

In total, 31 adolescents aged 15-16 years participated in role-playing with subsequent focus group interviews. A qualitative content analysis was used to analyse the data.

Findings

The adolescents depicted an everyday life with multiple and different messages about food and eating. In addition, they stated that these messages were conveyed by a wide range of sources at different levels, for example, by parents, teachers, sports coaches and media. The messages from different sources were conflicting and covered many different perspectives on food and eating. When negotiating food choices in the role-playing and in the focus group discussing how to handle different and conflicting messages, trust became visible. The trustworthiness of messages and trust in their sources were associated with several important aspects in regard to whether or not the messages were based on knowledge about food and nutrition, care for the person receiving the messages, and/or commercial interest. In addition, the results indicate that the situation and the social relationship to the person providing the message were of importance for trustworthiness.

Originality/value

This study is novel as it uses role-playing as a research method and describes the trust adolescents place on food messages and their sources. To understand the factors that enhance such trust is important for the development and provision of education, information, and other health-promotion activities related to food in order to support and strengthen adolescents’ critical reflections on food messages from different sources.

Details

British Food Journal, vol. 119 no. 12
Type: Research Article
DOI: https://doi.org/10.1108/BFJ-12-2016-0625
ISSN: 0007-070X

Keywords

  • Adolescents
  • Trust
  • Consumer perceptions
  • Food messages
  • Role-playing

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