scholarly journals The role of the role-playing game in the social development of senior pre-school children

2018 ◽  
Author(s):  
Kh. K. Marykova
2007 ◽  
Vol 20 (4) ◽  
Author(s):  
Maaike Jongenelen ◽  
Roos Vonk

Individual differences in money-grabbing: The role of entitlement, social value orientation, and misuse of power Individual differences in money-grabbing: The role of entitlement, social value orientation, and misuse of power M. Jongenelen & R. Vonk, Gedrag & Organisatie, volume 20, November 2007, nr. 4, pp. 369-381 This research investigates the role of individual differences in money-grabbing. Feelings of entitlement, high scores on the Misuse of Power scale and a pro-self focus were expected to lead to grabbing behaviour in high-power individuals. While playing a manager in a role-playing game, participants had the opportunity to grab more valuable points then their equal share. Results showed that pro-self participants grabbed more than pro-socials. Among the pro-self participants, feelings of entitlement led to higher Misuse of Power scores which, in turn, led to more grabbing. Entitlement en Misuse of Power had no effect on grabbing in pro-socials. It is concluded that power does not corrupt absolutely: Individual differences predict how a powerful person will behave. Implications for business settings are dealt with in the discussion.


SAGE Open ◽  
2021 ◽  
Vol 11 (3) ◽  
pp. 215824402110441
Author(s):  
Cristina Maria Bostan ◽  
Tudor Stanciu ◽  
Răzvan-Lucian Andronic

Concordant with classical theoretical guidelines (i.e., social facilitation, social constructivism theory, and the Pygmalion effect) we tested the need for competition and perception of being valued by teachers to be better motivated for learning in school. We extend knowledge by testing these associations mediated by the social economic status given by the well-being of the family (i.e., controlling for gender and socio-economic status). A total of 214 Romanian students (45.3% boys) with ages between 13 and 17 years were administered the PEER questionnaire (i.e., perception of being valued by teachers, school-children motivation, and the need for competition). Results show a positive relation between the need for competition and motivation for learning. We also found positive relations between the perception of being valued by the teacher and motivation for learning and the need for competition. We conclude that motivation is higher when the need for competition is higher and the perception of being valued by teachers is higher.


Author(s):  
David Hatfield

Epistemic network analysis provides a useful method for measuring the development of meaningful skills and ways of thinking for participants in epistemic games. This study compares the development of an epistemic frame in a journalism epistemic game, science.net, a role-playing game modeled on authentic journalism practice in which students take on the role of journalists and interact with fellow students and mentors, with a professional journalism practicum. Analyzing the discourse produced by both the game and the practicum through epistemic network analysis (ENA) shows how the virtual internship produced the same type of mentor feedback as the professional practicum on which it was modeled. Players also were able to learn different aspects of journalistic professional expertise as a result of playing the game, and these learning gains continued to be present months after the game was over. Participants in both the simulation and practicum demonstrated significant increases in journalism performance as measured through ENA. Epistemic games, like science.net, have the potential to reproduce key training practices of professional experiences and develop the components of epistemic frames of particular communities. ENA is a valuable tool for assessing the ability of epistemic games to produce these results.


2020 ◽  
pp. 19-22
Author(s):  
T. V. Suvalova ◽  
P. O. Masyukova

The aim of the study is to analyse the effectiveness of personnel social development management tools. The essence of social policy, social guarantees, social programs has been considered in the article. The importance of managing social development of personnel for large companies has been substantiated, the functions and tasks of social management have been highlighted. The implementation of the functions considered will help to attract and retain more qualified and talented employees, improve the effectiveness of professional interaction in the team and, accordingly, increase the efficiency of the staff and the enterprise as a whole.The influence of the level of planning social programs on increasing the level of employee loyalty to the organization, the growth of labor productivity, social activity, creativity, rationalization of activities have been noted. The role of management of the personnel social development, the social working conditions and social infrastructure has been argued. The most important tools for managing social development of enterprise personnel have been highlighted.


2019 ◽  
Vol 10 (2) ◽  
pp. 83-93
Author(s):  
Suroso Suroso

ENGLISHPati Regency has a great potential in tapioca industries but the products are not feasible for big industries. Objectives of the research are: (1) to analyze the availability of raw materials for tapioca industries; (2) to analyze the role of tapioca industries in economic development; (3) to analyze the role of tapioca industries in social development; and (4) to analyze the competitiveness of tapioca industries in the study area. The research uses descriptive-quantitative approach. The research uses primary and secondary data. Data collecting uses techniques of interview, field-events and document observation. The analysis uses descriptive. There are some findings in the research. Firstly, the existing product of tapioca has a proportion rate 83.169% of the local raw materials. Secondly, the role of tapioca industries in the economic development is relatively good, in the second rating position among small and medium scale industries with the economic value 233,239,350,000 Rupiahs monthly. Thirdly, the role of tapioca industries in the social development is relatively good, in the third rating position among small and medium scale industries by employing of 3,617 workers. Fourthly, the competitiveness of tapioca industries in the study area is not relatively optimal, which is indicated by: (a) selling out raw materials, (b) the big industries are not willing to use the local tapioca products because of not feasible quality. INDONESIAKabupaten Pati memiliki potensi besar dalam industri tapioka tetapi produk tapioka dianggap kurang layak bagi industri besar. Tujuan Penelitian untuk : (1) menganalisa ketersediaan bahan baku usaha industri tapioka, (2) menganalisa peran usaha industri tapioka dalam pembangunan ekonomi, (3) menganalisa peran usaha industri tapioka dalam pembangunan sosial penyerapan tenaga kerja, (4) menganalisa daya saing usaha industri tapioka di area studi. Penelitian ini menggunakan pendekatan deskriptif kuantitatif. Penelitian menggunakan data primer dan data sekunder. Pengumpulan data dengan teknik wawancara, observasi lapangan dan observasi dokumen. Analisis data secara analisis deskriptif. Ada beberapa temuan dalam penelitian ini. Pertama, eksistensi produksi tapioka berada pada proporsi sebesar 83,169% dari potensi bahan baku lokal yang tersedia. Kedua, peran usaha industri tapioka dalam pembangunan ekonomi relatif baik, menempati peringkat 2 diantara UKM unggulan daerah dengan nilai ekonomi produksi per bulan sebesar Rp233.239.350.000,00. Ketiga, peran usaha industri tapioka dalam pembangunan sosial penyerapan tenaga kerja relatif baik, menempati peringkat 3 diantara UKM dengan penyerapan tenaga kerja sebanyak 3.617 orang. Keempat, daya saing usaha industri tapioka di area studi relatif kurang optimal terindikasi: (a) sebagian bahan baku lokal (ketela) dijual ke luar daerah karena penawaran harga yang kurang kompetitif, (b) perusahaan besar belum mau menggunakan produk tapioka tersebut dengan alasan kualitas kurang layak.


Author(s):  
Miftahul Hayatun ◽  
Nurhasanah Nurhasanah ◽  
Siti Istiningsih

The learning process is found by students with different emotional-social development, so that we need a method that can foster students' social-emotional development, namely the role-playing method.The purpose of this study was to find the effect of the use of the role-playing method on the social-emotional development of students in class III Ambalawi cluster 2 in the academic year 2020/2021.  This research design using Nonequivalent Control Group Design.The sampling technique used was purposive sampling.  The population in this study were all class III elementary school students of Ambalawi cluster 2 in the academic year 2020/2021. The sample in this study was the third grade students of SDN 1 Rite as an experimental class and class III students of SDN Inpres 2 Rite as a control class.Social-emotional development data were analyzed using independent sample t-test with the help of statistical analysis program SPSS 16.0 for windows with a significance level of 5% or 0.05, the results obtained were ttest ˂ 0.05 (ttest = 0.00), it can be concluded that Ha is accepted.  and H0 is rejected.  So that "there is an effect of the role-playing method on the social-emotional development of students in class III Ambalawi Group 2 for the 2020/2021 school year


2003 ◽  
Vol 31 (2) ◽  
pp. 155-161
Author(s):  
Chayan Vaddhanaphuti

This paper examines social development as a process and as a historically produced discourse before and during the crisis in Southeast Asia. Using the case of Thai social science in different historical periods — from distanced social science to socially engaged social science — to illustrate its relevance to social development, this paper argues that new modes of knowing is necessary to challenge, rethink, and reconstruct the role of social science based on situated knowledge and contextualised views expressed.


2011 ◽  
Vol 2011 ◽  
pp. 1-14 ◽  
Author(s):  
David Weibel ◽  
Bartholomäus Wissmath

A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.


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