Search results

1 – 10 of over 211000
Article
Publication date: 28 August 2009

Stefan Hrastinski and Jason Watson

This paper aims to identify, through a literature review, key issues regarding how online role plays can be designed and to apply them when designing a role play on conflict…

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Abstract

Purpose

This paper aims to identify, through a literature review, key issues regarding how online role plays can be designed and to apply them when designing a role play on conflict management.

Design/methodology/approach

By drawing on the key issues identified in the literature review, a role play on conflict management was designed and evaluated. Data were collected by developing a survey that focused on perceived learning, participation and satisfaction.

Findings

Overall, a majority of the students felt that they learned and participated in the role play. The most positive finding was that the students were satisfied with their role play experience.

Research limitations/implications

Researchers are urged to further develop the dimensions and measures of online role play success. The measures that were developed for evaluating perceived learning, participation and satisfaction with role plays can be further developed and tested. It is suggested that the effects on learning need to be further explored.

Practical implications

It is suggested that teachers take the identified key issues of online role play design into account. An important challenge seems to be to encourage students to reflect and do additional reading and research in relation with online role plays.

Originality/value

Online collaboration is commonly argued as beneficial from an e‐learning perspective. However, a challenge for research and practice is to learn how collaborative e‐learning activities may be developed. This paper contributes by focusing on how online role plays can be designed and evaluated.

Details

Campus-Wide Information Systems, vol. 26 no. 4
Type: Research Article
ISSN: 1065-0741

Keywords

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…

5507

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 roleplaying 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, roleplaying has presented itself as one of the most promising training techniques today. This paper attempts to reflect on the efficacy of roleplaying 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

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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: 5 June 2017

Nathaniel Ayinde Olatunde, Deji Rufus Ogunsemi and Ayodeji Emmanuel Oke

The purpose of this paper is to examine the effect of team members’ composition on cost and time of completion of construction projects in selected higher institutions with a view…

Abstract

Purpose

The purpose of this paper is to examine the effect of team members’ composition on cost and time of completion of construction projects in selected higher institutions with a view to improving construction project delivery in Nigeria.

Design/methodology/approach

The study used the purposive sampling technique to select two higher institutions out of six in the study area, and census survey was used in selecting 35 completed construction projects executed by the institutions within the time frame 2000 to 2013. A total of 191 questionnaires were distributed to obtain information from construction team members (quantity surveyors, architects, structural/civil engineers, services engineers, contractors and clients) who participated in the selected construction projects. Mean item score and Kendall’s test were used in examining team members’ composition, while the relationship between team members’ composition and construction cost and time was tested using t-test and eta-squared.

Findings

The results revealed that construction team members’ composition has a significant impact on the completion time of construction projects, though with small magnitude, while the impact of construction team members’ composition on construction cost is not significant. Also, it was revealed that some team members did not play any team role due to the fact that the main criterion for team members’ composition was knowledge, skill and abilities (KSA).

Practical implications

The study finally recommended that a deliberate effort should be made in studying and ascertaining the team role every construction team member will play before appointing them to be member of a team, as improper team members’ composition could hamper effective construction project delivery in terms of completion time.

Originality/value

The study is an attempt to discourage the traditional construction team members’ selection system which was based on KSAs, which is deficient under team environment.

Details

Journal of Engineering, Design and Technology, vol. 15 no. 03
Type: Research Article
ISSN: 1726-0531

Keywords

Article
Publication date: 30 March 2012

René Börner, Jürgen Moormann and Minhong Wang

The paper aims to explore staff's experience with roleplays using the example of training bank employees in Six Sigma as a major methodology for business process improvement.

4506

Abstract

Purpose

The paper aims to explore staff's experience with roleplays using the example of training bank employees in Six Sigma as a major methodology for business process improvement.

Design/methodology/approach

The research is based on a case study. A roleplay, KreditSim, is used to simulate a loan approval process that has to be improved by the participants. KreditSim has been conducted many times with various groups in both academic and professional environments. The authors used five roleplay sessions to conduct a survey among the participants and questioned seven facilitators experienced in KreditSim to generate empirical evidence for the effectiveness of such roleplays.

Findings

Roleplay based simulations complement training programs in terms of active participation and first‐hand experience. Not only methodological learning is achieved but social and communicative as well as affective learning are supported, too. The employed roleplay highlights the relevance and applicability of the Six Sigma methodology to staff's day‐to‐day responsibilities. Besides boosting awareness for process thinking, the roleplay also helps to engage staff members in process improvement efforts.

Research limitations/implications

A limitation to the results might be the small number of facilitators that supervised the roleplay sessions so far. Thus, results may not be representative in a statistical sense. Moreover, the design of KreditSim could be modified in different ways for future seminars. Using software to automate certain activities is one possible modification. Ongoing research investigates in how far such modifications influence the effectiveness and the participant's perception of the roleplay.

Practical implications

The present study reveals that roleplays can be effectively used for staff training. The results show that staff are strongly receptive to roleplays in the context of business process improvement. Furthermore, several objectives such as methodological or social learning can be pursued and combined by this type of training instrument.

Originality/value

This article contributes to existing research in analyzing the effectiveness of roleplays in a workplace setting. The paper is based on a number of professional roleplay sessions within the financial services sector. The survey comprises multiple dimensions of learning and supports that staff appreciate the usage of roleplay based simulation in a workplace environment.

Details

Journal of Workplace Learning, vol. 24 no. 3
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 8 May 2009

Frederic Bill and Lena Olaison

The purpose of this paper is to present an alternative way of using focus groups in research – a roleplay‐enhanced focus group method – in which participants are presented with…

2399

Abstract

Purpose

The purpose of this paper is to present an alternative way of using focus groups in research – a roleplay‐enhanced focus group method – in which participants are presented with the challenge of dealing with a specific task while playing a familiar but nevertheless fictive role.

Design/methodology/approach

The research is performed through an experimental approach in which a focus group of small business owner‐managers are assembled and presented with a prepared case exercise. The design is a roleplay‐like setting in which the participants are to act as the board of a company.

Findings

Carefully designed, well‐prepared roleplay‐like activities can add substantially to focus‐groups.

Originality/value

Adding an experimental dimension to focus groups offers the possibility of addressing topics indirectly and thus increases their usefulness.

Details

Qualitative Research in Organizations and Management: An International Journal, vol. 4 no. 1
Type: Research Article
ISSN: 1746-5648

Keywords

Book part
Publication date: 17 February 2022

Nicholas M. Baxter

In this chapter, I utilize insights from symbolic interaction to analyze the identity work processes of larp subculture participants to construct and perform their in-game…

Abstract

In this chapter, I utilize insights from symbolic interaction to analyze the identity work processes of larp subculture participants to construct and perform their in-game identities. I extend the research on larp subcultures in two ways. First, I place larping within the larger context of leisure subcultures and society by arguing that larping is representative of changes in leisure and subcultures in postmodern society. Second, I draw upon ethnographic data collected among the New England Role-playing Organization (NERO) to analyze larpers character identity performances. RPG and Larp researchers have developed several theories about the relationship between larp participants and their character performances. While these concepts provide a helpful framework for understanding the participant-character relationship, they undertheorize the in-game constructed performance of identity. Using symbolic interaction theory, I analyze the identity work processes larpers use to construct and perform their larp identities extending our understanding of the similarities between everyday identity and larpers' character identity performances.

Book part
Publication date: 19 September 2012

Polly Björk-Willén

Purposes – The overall aim of the chapter is to explore children's acting and disputing within a family role-play and highlight how different roles are argued upon and negotiated…

Abstract

Purposes – The overall aim of the chapter is to explore children's acting and disputing within a family role-play and highlight how different roles are argued upon and negotiated by the participants, both verbally and nonverbally.

Methodology – The chapter is drawn from a single play episode between five 6-year-old girls at a Swedish preschool. The analytical framework of the study is influenced by ethnomethodological work on social action focusing in particular on participants’ methodical ways of accomplishing and making sense of social activities.

Findings – The analyses show that the girls use a range of verbal and nonverbal resources to argue and accomplish the social order of the play (i) using past tense to display the factual past event status, and present tense to bid for upcoming events, (ii) building a mutual pretend understanding of places and objects that were used to configure nearness as well as distance in the girls’ interaction and relationship. Finally, the analyses clearly show that the significance of a pretend role is situated and depends on the social context in which it is negotiated.

Practical implications – To get acquainted with detailed analyses of children's pretend play can be useful for preschool teachers’ understanding of how children build relationships within the play, and hopefully awaken their interest to study children's play in depth in everyday practice.

Value of chapter – The present chapter contributes to a wider understanding of how social relationships are argued and negotiated by preschool girls within pretend family role-play.

Details

Disputes in Everyday Life: Social and Moral Orders of Children and Young People
Type: Book
ISBN: 978-1-78052-877-9

Keywords

Article
Publication date: 15 April 2017

Filiz Tabak and Mariana Lebron

This paper describes the implementation of a role-play exercise to illustrate the influence of followership styles and effective communication on leader-follower relationship…

Abstract

This paper describes the implementation of a role-play exercise to illustrate the influence of followership styles and effective communication on leader-follower relationship formation and development. We provide the pedagogical theory and evidence behind using role-plays in classroom settings, followed by a literature review pertaining to leader-member relations and followership on which this role-play is based. The activity aims to fulfill multiple objectives: (a) to explain the importance of effectively managing-up the hierarchy, (b) to use effective communication skills in challenging and conflict laden situations, and (c) to expand self- awareness and explore own implicit assumptions. We further provide the session plan for using the role-play including the instructions, timing, and role handouts, and discuss potential outcomes.

Details

Journal of Leadership Education, vol. 16 no. 2
Type: Research Article
ISSN: 1552-9045

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 role

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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 roleplaying 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 roleplaying, 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 roleplaying 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

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