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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…

1058

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: 29 May 2018

Michael Leyer, Ann-Kathrin Hirzel and Juergen Moormann

Process-oriented behavior is a prerequisite for transforming a company into a process-oriented organization, but is difficult to achieve among employees. The purpose of this paper…

Abstract

Purpose

Process-oriented behavior is a prerequisite for transforming a company into a process-oriented organization, but is difficult to achieve among employees. The purpose of this paper is to examine the effectiveness of role plays on adapting process-oriented behavior in daily work practices.

Design/methodology/approach

Using the theory of cognitive dissonance, the authors investigate whether role plays are an effective learning method. This study was conducted over a period of two years and included 212 participants of a financial services provider.

Findings

The results reveal that the role play used had a persistent impact on employees’ process-oriented behavior in terms of their process knowledge, their cross-functional coordination, and their continuous process reflection, but not on their process awareness. Thus, the authors conclude that despite high application costs, role plays are beneficial for financial services companies to train their employees.

Research limitations/implications

While the data stem from participants within one financial service provider only, this study contributes to the understanding how process-oriented behavior can be promoted sustainably in organizations.

Practical implications

The results indicate that companies aiming for process orientation should apply role plays to achieve a change in behavior of employees.

Originality/value

This research contributes to the understanding of role plays as an effective learning method to adopt process-oriented behavior.

Details

Business Process Management Journal, vol. 24 no. 4
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 30 March 2012

René Börner, Jürgen Moormann and Minhong Wang

The paper aims to explore staff's experience with role‐plays 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 role‐plays 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 role‐play, 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 role‐play sessions to conduct a survey among the participants and questioned seven facilitators experienced in KreditSim to generate empirical evidence for the effectiveness of such role‐plays.

Findings

Role‐play 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 role‐play highlights the relevance and applicability of the Six Sigma methodology to staff's day‐to‐day responsibilities. Besides boosting awareness for process thinking, the role‐play 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 role‐play 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 role‐play.

Practical implications

The present study reveals that role‐plays can be effectively used for staff training. The results show that staff are strongly receptive to role‐plays 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 role‐plays in a workplace setting. The paper is based on a number of professional role‐play sessions within the financial services sector. The survey comprises multiple dimensions of learning and supports that staff appreciate the usage of role‐play 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: 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 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: 21 October 2013

Kirsi Kettula and Sami Berghäll

The purpose of this study is to determine how closely an in-class role-play can mirror and capture the features and characteristics of work-based learning with real-life working…

1388

Abstract

Purpose

The purpose of this study is to determine how closely an in-class role-play can mirror and capture the features and characteristics of work-based learning with real-life working experiences. The aim is also to discuss the potential and drawbacks of using role-play as a form of work-related learning.

Design/methodology/approach

This case study relies on qualitative data obtained from learning journals covering learning experiences on a role-play exercise. In total, 16 undergraduate students participated in a course in business-to-business marketing and took part in a series of face-to-face simulations.

Findings

Compared to the characteristics, features and potential outcomes of work-based learning, role-play can entail several similar learning outcomes. The strengths of a role-play are many. Participants can practise real-life situations in a safe environment; their learning is not restricted to a particular work setting; they are able to learn through reflection, and conflicts between stakeholders can be avoided. The comparative weaknesses include a lack of support from senior colleagues and an unclear contribution to the real world. Furthermore, the method may produce stereotypes or anxiety in the participants.

Research limitations/implications

Due to the small target group, reliance on one source of data, and the phenomenological nature of findings, further studies are needed with larger target groups and different research approaches.

Practical implications

The findings reveal that role-play can offer higher education a supplementary tool for work-based learning.

Originality/value

In higher education, role-play may serve as a tool to reach many of the learning objectives of work-based learning, especially if real workplace experiences cannot be arranged.

Details

Journal of Workplace Learning, vol. 25 no. 8
Type: Research Article
ISSN: 1366-5626

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

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…

11318

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: 4 October 2011

Jürgen Moormann, René Börner and Minhong Wang

The paper aims to explore how the transformation of a paper‐based role‐play into a workflow management system (WfMS) influences objectives and proceedings of training seminars for…

1147

Abstract

Purpose

The paper aims to explore how the transformation of a paper‐based role‐play into a workflow management system (WfMS) influences objectives and proceedings of training seminars for staff members in the context of business process improvement initiatives.

Design/methodology/approach

The research is based on a case study. A professional role‐play is used to simulate a loan approval process that has to be improved by participants. Observation of the participants' behavior before and after the introduction of a WfMS reveals strengths and challenges associated with computer support.

Findings

The paper finds that software can support and enhance staff training. However, the introduction of a workflow management system changes the participant's interaction and way of learning. The holistic perspective that was originally envisaged by the role‐play is partly replaced by more detailed and technical aspects. Depending on the purpose of the training seminar, software has to be used appropriately. Otherwise, it could even undermine the seminar's objectives.

Practical implications

The research reveals that role‐plays can be effectively supported by software. Yet, the trainer should be aware that he/she not only requires some basic technical knowledge. Additionally, the role‐play might raise concerns regarding possible layoffs. Thus, the trainer should be prepared to cope with these potential issues.

Originality/value

This paper contributes to existing research in analyzing the effects of computer support on staff training. Six advantages compared to the paper‐based role‐play support the usage of WfMS.

Details

Development and Learning in Organizations: An International Journal, vol. 25 no. 6
Type: Research Article
ISSN: 1477-7282

Keywords

Article
Publication date: 1 June 2001

Kristina Zgodavova´, Peter Kosc and Tauno Kekäle

Learning by doing can be costly, the more so the more complex the systems involved – just think of products such as space shuttles and organisations such as big supplier networks…

1422

Abstract

Learning by doing can be costly, the more so the more complex the systems involved – just think of products such as space shuttles and organisations such as big supplier networks. Entering all new situations requires some learning, and in some situations learning can take place in a non‐cost environment in the form of simulations and role plays. This paper presents a methodology developed at the University of Kosice for managing quality systems in virtual organisations. The paper shows the principles, assumptions, and the procedure of a case role play for organisations establishing a virtual organisation to benefit from a lucrative opportunity that has emerged on the market. The paper speaks of the benefits of role play as both forum and tool for learning, especially in networked organisations. It seems evident that similar benefits would be achieved without the role play.

Details

Journal of Workplace Learning, vol. 13 no. 3
Type: Research Article
ISSN: 1366-5626

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

1 – 10 of over 20000