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1 – 10 of over 166000
Article
Publication date: 1 April 2004

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 traditional…

5499

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
ISSN: 0262-1711

Keywords

Article
Publication date: 4 March 2014

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 engineering…

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
ISSN: 1477-996X

Keywords

Article
Publication date: 10 April 2007

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 emphasis on…

1417

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
ISSN: 1477-7282

Keywords

Open Access
Article
Publication date: 10 December 2018

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 lecture…

11235

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
ISSN: 2397-7604

Keywords

Article
Publication date: 7 August 2017

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 interpretation…

1628

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
ISSN: 1066-2243

Keywords

Article
Publication date: 28 June 2013

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 complex…

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.

Article
Publication date: 15 December 2005

Joseph F. Guenthner and Lori L. Moore

Agribusinesses seek university graduates who have leadership ability. Role playing, one method of teaching leadership skills, is used in a university agricultural policy course…

Abstract

Agribusinesses seek university graduates who have leadership ability. Role playing, one method of teaching leadership skills, is used in a university agricultural policy course. It has been a fun and effective leadership learning tool. Students improve their communication skills, conduct in-depth research about a topic of their choice, and develop a better understanding of other sides of issues. Graduates who have gone into leadership positions cite role playing as an important part of their leadership development.

Details

Journal of Leadership Education, vol. 4 no. 2
Type: Research Article
ISSN: 1552-9045

Article
Publication date: 1 February 2005

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 five…

1453

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
ISSN: 1463-7154

Keywords

Article
Publication date: 8 January 2024

Alexander Cardazzi, Brad R. Humphreys and Kole Reddig

Professional sports teams employ highly paid managers and coaches to train players and make tactical and strategic team decisions. A large literature analyzes the impact of…

60

Abstract

Purpose

Professional sports teams employ highly paid managers and coaches to train players and make tactical and strategic team decisions. A large literature analyzes the impact of manager decisions on team outcomes. Empirical analysis of manager decisions requires a quantifiable proxy variable for manager decisions. Previous research focused on manager dismissals, tenure on teams, the number of substitutions made in games or the number of healthy players on rosters held out of games for rest, generally finding small positive impacts of manager decisions on team success.

Design/methodology/approach

The authors quantify manager decisions by developing a novel measure of game-specific coaching decisions: the Herfindahl–Hirschman Index (HHI) of playing-time across players on a team roster over the course of a season.

Findings

Evidence from two-way fixed effects regression models explaining observed variation in National Basketball Association team winning percentage over the 1999–2000 to 2018–2019 seasons show a significant association between managers’ allocation of playing time and team success. A one standard deviation change in playing-time HHI that reflects a flattened distribution of player talent is associated with between one and two additional wins per season, holding the talent of players on the team roster constant. Heterogeneity exists in the impact across teams with different player talent.

Originality/value

This is one of the first papers to examine playing-time concentration in the NBA. The results are important for understanding how managerial decisions about resource allocation lead to sustained competitive advantage. Linking coaching decisions to wins can help teams to better promote this core product.

Details

International Journal of Sports Marketing and Sponsorship, vol. 25 no. 2
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 4 December 2017

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 everyday…

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
ISSN: 0007-070X

Keywords

1 – 10 of over 166000