scholarly journals Experimental macroeconomics: a role-playing experience among bachelor students

Author(s):  
Pau Sendra Pons ◽  
Lucía Pinar García

This current innovative education project has the main goal of introducing students to experimental economics to help them better understand complex macroeconomic concepts. For this purpose, it is used an online experimental platform to develop a role-playing dynamic with which students become real economic agents. This gamified technique allows students to interact with each other in the goods and production factors markets and, thus, generate a circular flow studied as one of the main macroeconomic principles. The online platform is conceived as a two-sided website: on one hand, students are assigned a role and asked to make decisions; and, on the other, professors can instantaneously access results in order to explain participants the consequences of their choices. This innovation had a three-step approach. In the first place, students participated in the internet-based experiment according to the instructions provided by the teaching team. Subsequently, there was a discussion around the main results and their connection with macroeconomic theory. Secondly, students were asked to analyze both the experience and the learning outcomes through a report following well-defined guidelines. Lastly, students evaluated themselves as a co-evaluation practice. This horizontal evaluation promotes students’ understanding of the topic due to empathy development and raising awareness of other fellows’ efforts. To evaluate the effectiveness of the activity, a survey using a Likert scale was conducted as well as an examination of co-evaluation procedures. Results show high levels of engagement, enhanced motivation due to role-playing and satisfaction due to this gamified experience that raises students’ levels of attention by incorporating competition and reward-based mechanisms.

2017 ◽  
Vol 1 (1) ◽  
pp. 38
Author(s):  
Hasan Basri

The problem in this research is found in Indonesian subjects that of the 30 students with KKM 75, which has already reached KKM as many as 15 people (41.7%), while that has not reached the KKM as many as 21 students (58.3%). The situation was caused by the teacher in explaining the lesson Indonesian still using a model of lectures and familiarize students to memorize, so that students can develop their ideas. The problems of this study as follows: Is the learning model application role playing can improve learning outcomes Indonesian fifth grade students of SDN 032 Kualu Kecamatan Tambang? This study aims to improve learning outcomes Indonesian grade students of SDN 032 Kualu Kecamatan Tambang through the application of learning models role playing. This research was conducted one month from the month of April 2015. The research was conducted 2 cycles, with each cycle consisting of two meetings as well as twice daily tests. Classroom action research in order to succeed, the researchers set the stage that action planning, action, observation and reflection. Based on the research results, it could be concluded that the activity of teachers in learning implementation role playing, in the first cycle average teacher activity amounted to 62.50% in the category of less pretty, and the activities of teachers in the second cycle of 84.72% in both categories once. Thus there is increased activity of teachers by 22.22% from the first cycle to the second cycle. The average activity of students in the first cycle the percentage of student activity in learning tends to increase. At the first meeting with the average student activity that is 61.25% with the category enough. At the second meeting increased by an average of student activity that is 81.25% with the category enough. The average increase in the activity of the students from the first cycle to the second cycle of 20.00%. The class classically considered complete when a class has achieved a score of 85% of the amount due or to KKM 75 then the class is said to be completed (90.00%). From the above shows that the application of learning models can improve outcomes role playing learning Indonesian grade students of SDN 032 Kualu Kecamatan Tambang, it can be concluded that the hypothesis is accepted as true action.


Jurnal Socius ◽  
2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Eva Maya Kesuma Sari

AbstractEducation is an activity that has core interactions between students and educators as well as various educational sources. Interaction between students and educators and educational resources can take place in social situations (education), Classroom Action Research is used to describe the motivation and learning outcomes of students' economic subjects in Class X IIS SMA Negeri 2 Banjarmasin. Classroom Action Research is conducted when learning activities take place, both overall and related to the material. The results of the study show that the application of role playing makes students as the subject of learning activities, and they must actively practice the communication with their friends. Learning motivation of students looks enthusiastic and dynamic. So that it can improve the positive climate to improve maximum learning outcomes.Keywords: Learning, role playing, and learning motivationAbstrakPendidikan merupakan suatu kegiatan yang berintikan interaksi antara peserta didik dengan para pendidik serta berbagai sumber pendidikan. Interaksi antara peserta didik dengan pendidik dan sumber-sumber pendidikan tersebut dapat berlangsung dalam situasi pergaulan (pendidikan), Penelitian Tindakan Kelas digunakan guna mendeskripsikan motivasi dan hasil belajar mata pelajaran ekonomi peserta didik kelas X IIS SMA Negeri 2 Banjarmasin. Penelitian Tindakan Kelas dilakukan ketika kegiatan pembelajaran yang berlangsung, baik secara keseluruhan maupun terkait dengan materi. Adapun hasil penelitian menunjukkan bahwa penerapan role playing menjadikan peserta didik sebagai subyek dari kegiatan pembelajaran, dan mereka secara aktif harus melakukan praktik-praktik berkomunikasi dengan temannya. Motivasi belajar peserta didik terlihat antusias dan dinamis. Sehingga mampu meningkatkan iklim positif untuk meningkatkan hasil belajar yang maksimal.Kata Kunci: Pembelajaran, role playing, dan motivasi belajar


2015 ◽  
Vol 6 (1) ◽  
pp. 24
Author(s):  
Lucky Susilo

This research is to improve student learning outcomes of civic education about the hero. This research was conducted in SDN Sesayap Tana Tidung, with 23 students as research subjects. This research is an action using Kemmis and McTaggart models in two cycles. Each cycle consists of planning, action, observation, and reflection. The results showed an increase in student learning outcomes of civic education, the hero mainly about understanding the meaning and involve symbols in understanding Pancasila Pancasila principles completely. This was evidenced by the increase in student learning outcomes Civics of my heroes from the 50% of students complete with the average score was 69 in the first cycle, increased to 80% of students complete with the average score was 77 in the second cycle. Activities of teachers and students through role playing method attained mastery learning (100%) at the end of the cycle. The conclusion of this study indicate that the use of methods Role Playing makes the students more active in learning appropriate to their developmental age.   Keywords: The Students’ Study Result Of Civic Education, Role Playing Method                  Action Research   Penelitian ini untuk meningkatkan hasil belajar siswa dari pendidikan kewarganegaraan tentang pahlawan . Penelitian ini dilaksanakan di SDN  Tana Tidung, dengan 23 siswa sebagai subyek penelitian. Penelitian ini merupakan penelitian tindakan dengan menggunakan Kemmis dan model McTaggart dalam dua siklus. Setiap siklus terdiri dari perencanaan, bertindak, observasi, dan refleksi. Hasilnya menunjukkan peningkatan hasil belajar siswa dari pendidikan kewarganegaraan, tentang pahlawan  terutama tentang pemahaman makna dan melibatkan simbol prinsip pancasila dalam memahami pancasila benar-benar. Hal itu dibuktikan dengan meningkatnya hasil belajar siswa PKn tentang pahlawan saya dari 50% siswa lengkap dengan skor rata-rata adalah 69 pada siklus I, meningkat menjadi 80% siswa lengkap dengan skor rata-rata adalah 77 pada siklus kedua. Kegiatan guru dan siswa melalui metode Role Playing dicapai belajar penguasaan (100%) pada akhir siklus. Kesimpulan dari penelitian ini menunjukkan bahwa penggunaan metode Role Playing membuat siswa lebih aktif dalam belajar yang sesuai dengan perkembangan usia mereka. Kata kunci: Pendidikan Kewarganegaraan, Role Playing Metode, Penelitian Tindakan


2021 ◽  
Vol 113 (1) ◽  
pp. 101-110
Author(s):  
Juan I. Cobián ◽  
◽  
Federico Ferrero ◽  
Martín P. Alonso ◽  
Alberto M. Fontana

Background: Learning complex tasks in surgical requires the coordination and integration of technical and non-technical skills have an impact on the performance of work teams. Objective: The aim of this study is to report the results of a simulation-based educational strategy for training in complex surgical skills considering the participants’ perceptions. Material and methods: In 2019, 10 healthcare professionals participated in a 20-hour course divided in 6 hours of online training and 14 hours of onsite training. The strategy designed included the integration of case resolution activities, role-playing, practice with synthetic and virtual simulators and high-fidelity simulation. At the end of the course, a questionnaire was administered to explore participants’ perceptions on what they had learned and on their attitude changes. Results: Fifty percent of the participants perceived their skills and knowledge improved at the end of the course compared with their perception at the beginning of the course while 80% perceived the impact of the course on their professional activity was good or excellent. All the participants agreed with the need for improving non-technical skills. The experience was rated as positive or very positive by all participants, who were eager to repeat it. Conclusion: The participants’ perceptions of this educational program demonstrates that this method is highly accepted. Raising awareness of non-technical skills during the reflection stage suggests the need for changes in attitude and in self-perception of efficacy. We believe that simulation-based training offers the possibility of improving the overall performance of the surgical team. Future studies should focus on this goal.


1973 ◽  
Vol 4 (2) ◽  
pp. 183-190
Author(s):  
Hugh James Lurie

This paper describes the role of an actress in a program for the psychiatric education of nonpsychiatrist physicians and nurses. Not only can the actress use her skills in role-playing and simulated interviewing situations, but she can also become an active and essential member of the psychiatric teaching team. In the program described here, the actress has come to serve as an individual and group therapist and as a communications facilitator. The situations in which she can effectively serve these functions are delineated, and the general implications for a broader role for an actress in continuing education programs are discussed.


2021 ◽  
Vol 2 (3) ◽  
pp. 339-346
Author(s):  
Hasan Fahmi Anugrah ◽  
Setiyawan Setiyawan ◽  
Fajar Ari Widyatmoko

The purpose of this study was to determine the differences in learning outcomes of peer tutor learning methods and learning methods of role playing soccer passing techniques in Class XI students of SMA Futuhiyyah Mranggen. The research method is a quantitative. Tujuan penelitian ini untuk mengetahui perbedaan hasil belajar metode pembelajaran tutor sebaya dan metode pembelajaran role playing teknik passing sepakbola pada Siswa Kelas XI SMA Futuhiyyah Mranggen. Metode penelitian pendekatan kuantitatif, dalam bentuk True Eksperimental Design dengan jenis Nonequivalen Conrol Group Design.Populasi penelitian adalah siswa kelas XI IPS 1 dan XI IPS 2 SMA Futuhiyyah Mranggen. Data dalam penelitian diperoleh melalui tes hasil belajar dan tes keterampilan sosial. Pembahasan hasil penelitian dilakukan dengan berpedoman pada teori profesionalisme guru dan hasil beajar. Berdasarkan hasil analisis setelah medapatkan perlakuan menunjukan bahwa : 1) . Pengaruh yang signifikan metode pembelajaran tutor sebaya terhadap keterampilan sosial dan hasil belajar passing sepakbola kelas XI SMA Futuhiyyah Mranggen 2). Ada pengaruh yang signifikan metode pembelajaran  role playing terhadap keterampilan sosial dan hasil belajar passing sepakbola kelas XI SMA Futuhiyyah Mranggen. 3). Metode role playing lebih efektif dalam meningkatkan keterampilan sosial dan hasil belajar passing sepakbola pada siswa kelas XI SMA Futuhiyyah Mranggen.


2020 ◽  
Vol 8 (3) ◽  
pp. 358-366
Author(s):  
Armi Nuridah ◽  
Partaya Partaya

The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The purpose of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method gained a score of 95.56%. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.


2019 ◽  
Vol 11 (2) ◽  
pp. 154
Author(s):  
Kolbet Pakpahan ◽  
Julaga Situmorang ◽  
. Hasruddin

Abstrak: Penelitian ini dilaksanakan bertujuan untuk; meningkatkan kualitas proses pembelajaran dan hasil belajar siswa pada mata pelajaran biologi kelas VIII-1 di SMP Negeri 4 Doloksanggul untuk materi sistim peredaran darah manusia. Penelitian tindakan kelas ini dilakukan di kelas VIII-1 SMP negeri 4 Doloksanggul untuk mata pelajaran biologi semester tiga. Dari penelitian yang telah dilakukan selama lima bulan pada tahun ajaran 2010/2011 ini dapat disimpulkan sebagai berikut; (1) jumlah peserta didik yang tuntas pada siklus pertama submateri komponen-komponen darah dan struktur jantung ada sebanyak 8 orang atau sebesar 27,6%;(2) Jumlah peserta didik yang tuntas pada siklus kedua submateri skema pembekuan darah manusia dan teknik identifikasi golongan darah ada sebanyak 19 orang atau sebesar 65,52%; (3) Terjadi peningkatan hasil belajar peserta didik pada materi sistem peredaran darah manusia kelas VIII-1 di SMP Negeri 4 Doloksanggul dari siklus pertama ke siklus kedua sebesar 37,92%. Kata Kunci: biologi,  metode bermain peran,  sistem peredaran darah manusia Abstract: This research was carried out aimed at; improve the quality of the learning process and student learning outcomes in biology class VIII-1 in Doloksanggul 4 Middle School for human circulatory system material. This classroom action research was carried out in class VIII-1 of the 4 Doloksanggul state junior high school for third semester biology subjects. From the research that has been conducted for five months in the 2010/2011 school year this can be summarized as follows; (1) the number of students who completed the first cycle of submission of components of blood and heart structure as many as 8 people or 27.6%; (2) the number of students who completed the second cycle of submersion of human blood clotting scheme and group identification techniques blood is 19 people or 65.52%; (3) Increased learning outcomes of students in the material of the human circulatory system class VIII-1 in SMP Negeri 4 Doloksanggul from the first cycle to the second cycle of 37.92%. Keywords: biology, role playing method, human circulatory system


2018 ◽  
pp. 116-120
Author(s):  
GEORGE BERULAVA

The paper considers the role market institution in the process of economic transformation. At present stage, the development of the efficient market system implies the creation of the incentive structure that will stimulate businesses to invest in innovation and production activities rather than in ‘rent-seeking’ behavior. Such an incentive structure, in turn, is a product of viable institutions that complement the mechanism of market competition and that guarantee property rights, honour of contracts and payment of credits, lower barriers for market entry and exit, reduce transaction costs and facilitate increase of the effectiveness of the market of production factors. Only under such conditions economic agents receive the possibility and stimuli for innovation, thus creating preconditions for steady economic growth.


Author(s):  
Yuli Rohyami ◽  
Reni Banowati Istiningrum

ABSTRACT: The implementation of role playing learning with self-assessment and assessment trial in Analysis of Water, Land and Air Practicum Course has been performed. Learning role playing scenarios in modules that have been developed for the implementation of control and quality assurance in laboratory quality management system ISO / IEC 17025. Development of learning is done through role playing includes four steps, namely the preparation of the draft development of learning, the development of assessment instruments, learning implementation, and evaluation of learning with a self-assessment and trial assessment.The implementation of role playing with self-assessment and trial assessment can influence the attainment of students in the Practical Analysis of Water, Land, and Air. Achievement of competence for the basic package and UV-Vis spectrometry through self-assessment methods 69.07% and 47.86%, while the assessment of trial results in 68.58 and 49.11%. implementation of role playing with self-assessment and trial assessment on the Practical of Analysis of Water, Land and Air can improve learning outcomes. Achievement of learning outcomes with an average in grade A was 87.96% with an average NKMD value of 3.72.


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