scholarly journals Effective Classroom Techniques for Engaging Students in Role-Playing

2020 ◽  
Vol 9 (1) ◽  
pp. 1-8
Author(s):  
Anthony Piscitelli

Role-playing is a teaching technique that provides students with an opportunity to engage with the material in a unique way within the classroom setting. A classroom role-play can involve students reading pre-designed scripts, students play acting characters described on role cards, or students acting out characters of their own creation. Regardless of the specific approach, role-play activities can serve to increase student retention, understanding, and engagement with the course material. In this session, educators explore the benefits and challenges associated with using role-play activities in the classroom. Participants get a chance to experience a role-play activity and consider how to facilitate a role-play that creates a memorable experience and contributes to course learning outcomes. The ultimate goal is to provide participants with the tools to use role-playing in their own teaching practices.

Author(s):  
Judith Opiyo Yabbi

Role-play is a holistic pedagogy in teaching. The technique instills critical thinking in pupils, enhances emotional intelligence, and improves morality and forms of realism about information. The chapter examines the influence of role-play teaching technique on English performance among the pupils with hearing impairment in Kenyan primary schools. The chapter looks at several elements of role-playing such as games, real-life expression, imitation, positive impact, and the challenges facing the effective implementation of the use of role-play in teaching and learning in primary schools of learners with hearing impairment. This study is a desktop review and only relies on secondary materials. The literature was sourced in various databases. The review revealed that role-play improves the self-efficacy of the learner since the technique is grounded in reality. Learning is enhanced when the activities involved are memorable and engaging.


2019 ◽  
Vol 21 (4) ◽  
pp. 363-378 ◽  
Author(s):  
Michael Toomey ◽  
Xinhe Zhou ◽  
Xin Yan

Abstract A significant body of literature testifies to the effectiveness of role-play gaming and simulations as pedagogical methods in political science. Many of these studies involve students with a Western background. In contrast, little research exists on the teaching of political science in China and none on the effectiveness of simulations for teaching Chinese students. This study seeks to investigate the efficacy of role-play simulations as a method for teaching comparative politics to Chinese students. The study examined the levels of long-term knowledge retention, enthusiasm towards political science, and self-reported learning outcomes in two groups of students. A test group, students who had completed at least one political science course, participated in a politics-based role-playing simulation; the control group, students who had completed the same political science course, did not participate in a comparable game. The test group displayed significantly better self-reported learning outcomes and significantly better knowledge retention than the control group (albeit at the 90 percent level).


Author(s):  
Linda Koechli ◽  
Maureen Glynn

<p>This paper outlines an action research project involving the development of an educational online role-playing website, known as Lake Devo. Designed in keeping with constructivist principles, the website is used in select post-secondary courses at Ryerson University and allows learners to work synchronously, using visual, audio, and text elements to create avatars and interact in online role-play scenarios. The website also provides an integrated area for debrief following role-play activities. The features of the website were deliberately intended to provide a viable alternative to text-only online role-play activities, while not requiring the highly sophisticated elements of 3D virtual environments. During the period of the project on which this article reports, learners were invited to use the Lake Devo website for an assigned role-play activity. Online learner survey responses were collected following the pilot implementations of the website to determine the extent to which the non-text modes of representation (visual, audio) in Lake Devo, along with an integrated debrief area on the site, supported the learners in their online role-play activity. The preliminary findings suggest that Lake Devo provides an environment that effectively supports online role-play. The simple format of the Lake Devo avatars, the availability of visual and audio elements, and the ability to create a lasting artifact for review in a dedicated debrief area engage students and also reinforce the constructivist and collaborative nature of role-play activities. For practitioners beyond the Lake Devo project team and the Ryerson context, the Lake Devo website provides an example of an online role-play environment that offers alternatives to text-based and/or 3D virtual worlds.</p>


Author(s):  
P. Anbarasan

The objective of this study is to assess student’s attitude towards role-playing in agricultural sciences. For the purpose, an initiative was taken to develop an attitude scale using Likert’s summated rating method. Twenty one (21) statements were selected by consulting the specialists and by reviewing literature and were given to the non-sample students of B.Sc. Agriculture who were exposed to the role-playing technique. Using Likert’s Summation formula, the t- value of each statement was analyzed. From the t- value, 8 statements were retained for the final scale. The reliability and validity of the scale indicate its precision and consistency of the results. This scale is the first of its kind and can be used in future to measure the attitude of the students of various disciplines towards role-playing with suitable modifications.


2018 ◽  
Vol 2 (1) ◽  
pp. 160-166
Author(s):  
Syafrial Syafrial

This research is based on the activity of formulation of PPKN problem through role playing strategy at the tenth grade students of SMA Eka Sakti Padang, and implementation and assessment of KDPN learning that can improve learning result with role playing strategy at the tenth grade students of SMA Eka Sakti Padang,. Based on the data processing and discussion conducted, the results obtained at cycle time 6.96 and increased in cycle II through 8.57. The research method used is classroom action research (classroom action research). Based on the results of the study, it can be concluded that the successful implementation of research that has been done in SMA Eka sakti Padang. Based on the results of the study, it can be concluded that there is an increase in student learning outcomes of grade tenth in SMA Eka sakti Padang significant on learning PPKN by using role playing strategy.


Author(s):  
Lai Zee Wei ◽  
Wei Hsum Yap

Educators are facing the challenge of selecting appropriate tools that ensure positive learning outcomes and quality of learning compared to traditional classroom settings. Role-playing simulation is an exciting and motivating tool for engaging students in the activities that are to be presented in the classroom. This study aimed to demonstrate that role-playing simulation activities are a unique and creative tool in science-based modules and how to deploy this student-centred approach that empowers students to take learning into their own hands and apply it in an engaging context. Two science-based modules are selected for implementation of role-play and simulation activities. In these activities, students take on different roles, assuming the profile of a character or personality, to interact and participate in diverse and complex learning settings. Overall, student feedback was positive. Students can apply what they have learnt, create new connections, and reinforce the core concepts by putting them into practice in a fun and engaging context.


2015 ◽  
Vol 45 (3) ◽  
pp. 56-67
Author(s):  
Priyanka Lekhi ◽  
Sophia Nussbaum

Many Canadian universities have created professional development programs for their teaching assistants (TA) but may be uncertain about how to bridge the gap between TAs’ knowledge of effective teaching strategies and TAs’ confident applications of these strategies. We present a technique used in a two-day training workshop to enhance graduate students skills in using effective teaching strategies: role playing. This paper outlines a framework that includes five key elements (Icebreaking, Shared Experiences, Modelling, Acting and Debriefing) to strategically design role playing activities in a training program. We describe each of the 5 elements and explain how they support training through role play exercises. Participant written feedback collected in 2010, 2011, 2012 and 2014 suggested that role playing was a useful and enjoyable technique. Pre and post workshop questionnaire data suggested that self-perceived competencies for specified tasks directly connected to a role play activity promoted greater positive differences between the pre and post groups compared to self-perceived competencies for specified tasks not directly connected to a role play activity. Based on these results, we assert that training programs which rely on strategic role playing activities will lead to a better overall TA experience of the training program and improvements in TAs’ self-perceptions of certain teaching competencies.  


EDUTECH ◽  
2017 ◽  
Vol 15 (3) ◽  
pp. 237
Author(s):  
Mahfudin

Abstract. Uncertainty in the nation's economy, the impact of globalization as well as various crises and disasters are problems that may lead to national disintegration which make few groups want to secede from NKRI. All these problems unilaterally are evidences of the unreliability of civic education learning as a subject that mandates to maintain the integrity of NKRI, not in the macro scope but in giving civic education as early as possible from the elementary school. The learning outcomes of civic education learning do not only include the acquisition of knowledge, but more to the acquisition of feeling and behavior. Consequently, in the pre-cycle, the researcher found difficulties to integrate the two domains, which made the learning outcomes below the mini-mum mastery criteria, students’ behavior lacking the feeling of love to their homeland and stu-dents’ motivation in learning low. To solve the problems, the researcher used role play method and as a result, after two cycles, students’ learning outcomes increased. The percentage of stu-dents’ minimum mastery criteria increased from 52% (score 75) to 69% in cycle I and 96% in cycle II. In addition, the students’ were more motivated in learning, followed ceremony in an or-derly manner, and behaved in ways that reflect the love of homeland. It can be concluded that ap-plying role play method in the lesson of preserving the integrity of NKRI at Grade V SDN Cilengkrang North Sumedang Regencey, students’ learning outcomes could be improved.Keywords: Role Play Method, Civic Education Learning, Integrity of The Unitary State of The Republic of IndonesiaAbstrak. Ketidakpastian kondisi perekonomian bangsa, pengaruh globalisasi serta berbagai krisis dan bencana merupakan permasalahan yang merujuk ke arah disintegrasi bangsa. Sehingga segelintir kelompok ingin memisahkan diri dari NKRI. Semua permasalahan diatas secara sepihak merupakan suatu bukti ketidak mempanan pembelajaran PKn sebagai mata pelaja-ran yang mengamanatkan untuk menjaga keutuhan NKRI, tetapi bukan dari kasus makro melain-kan harus dimulai sedini mungkin dari lingkungan sekolah dasar. Hasil belajar PKn tidak hanya menuntut penguasaan pengetahuan, tetapi lebih kepada perasaan dan perilaku. Maka dari itu ketika pra siklus penulis mengalami kesulitan untuk memadukan ranah tersebut sehingga hasil belajar di bawah KKM, perilaku siswa akan rasa cinta tanah air kurang melekat, bahkan semangat belajar kurang termotivasi. Maka dengan itu, penulis merancang sebuah pembelajaran dengan metode Role Play. Alhasil dengan dua kali tindakan hasil belajar siswa pun meningkat. Persentase ketun-tasan belajar siswa mengalami peningkatan dari 52% yang mencapai nilai KKM yaitu 75. Pada siklus I meningkat mejadi 69% dan siklus II 96%. Siswa pun belajar dengan semangat, mengikuti upacara dengan tertib, dan berperilaku yang mencerminkan cinta tanah air. Maka dari itu dengan menerapkan metode Role Play pada pembelajaran pentingnya menjaga keutuhan NKRI di kelas V SDN Cilengkrang Kecamatan Sumedang Utara hasil belajar siswa dapat meningkat.Kata Kunci: Metode Role Play, Pembelajaran PKn, Keutuhan NKRI


2020 ◽  
Vol 16 (2) ◽  
pp. 162-172
Author(s):  
Nurul Kumalasari

This study aims to describe the various strategies carried out in implementing the learning design of Role Play in improving the Learning Outcomes of Islamic Cultural History. This research is a descriptive study using a qualitative approach. This research was conducted at MTS Badrussalam Surabaya, with student subjects. Data collected through observation, interviews, and documentation. The data validity checking technique used is the triangulation technique. The results showed that the role play learning design is one of the learning designs that can be used in the learning process of Islamic Cultural History and can provide an overview of subject matter or thinking that is still abstract into a pleasant understanding, meaning that learning becomes more concrete. Some strategies that must be considered by educators in implementing fun and non-boring learning designs such as educators must be aware of the latest learning designs in teaching and learning, educators must have the ability to increase the success of student learning, educators are able to develop learning designs, manage learners and conduct an evaluation, and learners accept and can apply the role playing learning design.


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.


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