scholarly journals Policy Deployment and Learning in Complex Business Domains: The Potentials of Role Playing

2016 ◽  
Vol 11 (12) ◽  
pp. 15 ◽  
Author(s):  
Federico Barnabè

<p>This article focuses on the use of Role Playing games in management education, aiming at demonstrating that they have the potential to provide concrete experiences in which participants can acquire conceptual knowledge and operative skills, both at the individual and the collective level. More specifically,<strong> </strong>Role Playing games are powerful tools able to support participants’ learning at different degrees, since they provide a context and the conditions for concrete experience, reflective observation, abstract conceptualization, and active experimentation. To pursue this aim, a specific Role Playing game was used in an MBA setting focusing on the management of a typical supply chain. Additionally, a nominal group technique facilitated the emergence of group consensus, and the development of improvement policies. The research design and the results of several gaming sessions are discussed and analyzed according to the theoretical framework presented in the article. Overall, this study shows that Role Playing simulations can play a serious and relevant role in management education, providing free and safe environments in which participants can face decision-making issues, and problem-solving challenges.</p>

2020 ◽  
Vol 32 (3) ◽  
pp. 53-73
Author(s):  
M.A. Podvalnyi ◽  

This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2021 ◽  
Vol 22 (1) ◽  
Author(s):  
Kerri I. Aronson ◽  
Ronan O’Beirne ◽  
Fernando J. Martinez ◽  
Monika M. Safford

Abstract Background Chronic hypersensitivity pneumonitis (CHP) is an interstitial lung disease (ILD) caused by long term exposure to an offending antigen. Antigen avoidance is associated with improved outcomes. We are unable to identify the antigen source in approximately half of patients. When an antigen is successfully identified, patients have difficulty with avoidance. Methods We conducted three structured group discussions with US based ILD specialists utilizing the nominal group technique (NGT). Participants listed barriers to antigen detection and avoidance in CHP. Each participant ranked what they perceived to be the top three barriers in the list in terms of importance. The master list of barriers was consolidated across the three groups into themes that were prioritized based on receiving the highest rankings by participants. Results Twenty-five physicians participated; 56% had experience caring for CHP patients for ≥ 16 years. Sixty barriers to antigen detection were categorized into seven themes of which the top three were: 1. unclear significance of identified exposures; 2. gaps in clinical knowledge and testing capabilities; 3. there are many unknown and undiscovered antigens. Twenty-eight barriers to antigen avoidance were categorized into five themes of which the top three were: 1. patient limitations, financial barriers and lack of resources; 2. individual patient beliefs, emotions and attachments to the antigen source; and 3. gaps in clinical knowledge and testing capabilities. Conclusions This study uncovered challenges at the individual patient, organizational, and societal levels and ranked them in terms of level of importance. These findings provide information to guide development and validation of multidisciplinary support and interventions geared towards antigen identification and avoidance in CHP.


Author(s):  
S.G. Kukava ◽  
◽  
O.S. Ostroverkh ◽  

Statement of the problem. Based on the analysis of research by Russian authors, the article outlines the problem of the formation of emotional decentration in preschool children and the importance of play in this process. The purpose of the article is to identify the relationship between the formation of a role-playing game and the formation of emotional decentration. The research methodology is based on the cultural and historical concept of L.S. Vygotsky, as well as the theory of the activity by A.N. Leontiev; in the course of the study, the following methodology was applied: analysis of theoretical sources on formation of the emotional sphere of a preschooler and development of role-playing games; standardized observation of the progress of specially organized games; ascertaining experiment to determine the level of emotional decentration in preschoolers; formative experiment; qualitative and quantitative data analysis; comparative analysis of data using the statistical Student’s t-test. The significance level is p = 0.05. Research results. In the course of the study, our hypothesis was confirmed: such conditions for role-playing games as providing preschoolers with the opportunity to create and transform the play space with the help of unformed object material, adults acceptance of the position as a play partner contribute to the internal and external dynamics of the game, which, in turn, affects the progress in the development of emotional decentration in preschool children. Conclusion. In this paper, the features of emotional development of preschool age were described, the concept of emotional decentration from the point of view of different authors was considered, and the process of the development of play in preschool age was described. A scheme has been developed to determine the level of emotional decentration in preschoolers. In this scheme, three levels of formation of emotional decentration in children 4-6 years old are identified (relative to three criteria as indicators of emotional decentration): high, medium and low. A diagnostic game procedure “Wishes of a Fairy-Tale Character” has been developed, which can be used to identify the level of formation of emotional decentration. A scheme for analyzing the internal and external dynamics of a role-playing game has been developed.


Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


Author(s):  
Gisle Heimly ◽  
Egil Eide ◽  
Njål Vidar Traavik

In this article, we present how a shared psychological contract was negotiated with students at the Practical Pedagogical Education for Vocational Teachers (PPU-Y) at the beginning of the program, autumn 2016. A modified version of the nominal group technique (NGT) was used in groups and in whole class negotiations. General themes representing the individual students as well as common expectations of the role of the teacher and their own role as students were identified. The findings show that the students have a high degree of relational expectations to the teacher, expect structure and predictability in the study, and expect relevance between education and objectives of education and that individual expectations to the teacher and the negotiated psychological contract in class are relatively similar.


2021 ◽  
Vol 8 (3) ◽  
pp. 76-84
Author(s):  
Lesya Verbovska ◽  
Iryna Haliuk

The article substantiates the main components of improving staff competencies in the face of change. It is determined that taking into account and combining "hard skills" and "soft skills" skills allow you to use the acquired knowledge to perform specific tasks in the workplace in a particular professional activity. Modern and traditional models, techniques and tools of personnel management are presented, according to which it is possible to clearly assess the difference in approaches to managing the competence of employees in the conditions of change. Based on the analysis of world practice, a list of methods is presented: discussions, brainstorming, Oxford debates, Case - Study, business and role - playing games, workshops, communication and management training, which are used to develop skills and abilities of employees. These methods allow expanding the educational opportunities of established forms of classes (lectures, seminars). The relationship between the acquisition of new and improvement of existing staff development competencies on the basis of training and coaching is shown. The proposed methods of acquiring competencies allow you to choose those competencies and methods of acquiring them that correspond to the individual characteristics of organizations. It is proved that the acquisition of competencies by staff allows identifying new competencies in employees, to form the need to use modern analytical and behavioral skills, providing greater opportunities for management skills and flexibility, dialectical thinking, ability to make creative decisions in unusual situations. It is substantiated that the combination of the SMART method in the acquisition of competencies significantly expands the possibilities of short-term learning, through the application of the concept of "lifelong learning". Different definitions of the essence of "competence" are analyzed, which allows emphasizing that when choosing different forms of education, in particular, trainings, different types of training it is necessary to use / apply modern methods and techniques. It has been proven that incompetent non-use by a staff of their knowledge, skills, experience and skills often leads to reduced profits and inefficient use of their potential.


2018 ◽  
Vol 4 (3) ◽  
pp. 540
Author(s):  
Débora Nice Ferrari Barbosa ◽  
Maria Rosangela Bez ◽  
Paulo Ricardo Dos Santos

O presente artigo visa demonstrar como práticas pedagógicas com uso de tecnologias móveis podem contribuir para os processos de letramento, alfabetização e nos déficits de aprendizagem de crianças e adolescentes em tratamento oncológico em um contexto não-formal de ensino. A pesquisa, desenvolvida em uma instituição de apoio à criança com câncer, contemplou oficinas envolvendo jogos temáticos de Role Playing Game e atividades de leitura, escrita e raciocínio lógico utilizando aplicativos e recursos de dispositivos móveis tablets. Os resultados apontaram contribuições no desenvolvimento dos déficits de aprendizagem e linguístico, bem como no ensino voltado ao letramento como prática social.   PALAVRAS-CHAVE: aprendizagem com mobilidade; role playing game; desenvolvimento linguístico; letramento.     ABSTRACT This article shows how pedagogical practices using mobile technologies can contribute to the literacy processes of children and adolescents in oncological treatment. The research, developed at a cancer support institution, used practices envolving Role Playing Games and reading, writing, and logical reasoning activities. The practicies were based by using apps and other mobile devices resources, as  tablets, and the results shows that the students increased their learning according research goals.   KEYWORDS: mobile learning; role playing game; linguistic development; literacy.     RESUMEN  El presente artículo pretende demostrar cómo prácticas pedagógicas con uso de tecnologías móviles pueden contribuir a los procesos de letra, alfabetización y en los déficit de aprendizaje de niños y adolescentes en tratamiento oncológico en un contexto no formal de enseñanza. La investigación, desarrollada en una institución de apoyo al niño con cáncer, contempló talleres que involucra juegos temáticos de Role Playing Game y actividades de lectura, escritura y raciocinio lógico utilizando aplicaciones y recursos de dispositivos móviles tablets. Los resultados apuntaron a las contribuciones en el desarrollo de los déficit de aprendizaje y lingüístico, así como en la enseñanza orientada al literal como práctica social.   PALABRAS CLAVE: aprendizaje móvil; role playing game; desarrollo linguístico; letramiento.


2020 ◽  
Author(s):  
W.A. Hawkes-Robinson

Avedon's 1974 Interaction analysis has been very useful in explaining and developing role-playing games for various intervention goals. I created a "cheat sheet" that summarizes many pages of the concepts into one page, with specific notes for all role-playing game formats as per the Hawkes-Robinson RPG Model.


The article covers issues related to the psychology of KG Jung, namely with the transcendent function of the psyche. The basic concepts and provisions of the analytical approach of KG Jung are considered such as archetype, collective unconsciousness, player position, transcendence, transcendental function and others. The authors investigates such things as transcendent function of psyche as a necessary mental factor for the successful beginning and transference of the individuation process and relations between it and board role games. The article also pays attention to such an issue as the importance of creative activity manifestations for the normalization of the work of the transcendental function and the psyche as a whole. The phenomenon of board role games as manifestations of creative activity is considered. The study of the phenomenon of board role games and their possible connection with the state of the transcendent function of the psyche is considered due to the fact that board role games have gained significant popularity among young people. Peculiarities of game as a type of human activity and board role games in the process of transcendental function development of psyche are determined. The main types of role-playing games in general are named. Definitions of the basic concepts inherent in the subculture of board role-playing games today are given. The authors consider that during the board role-playing game, there is a violent activity of the collective unconscious archetypes, which in turn entails the need to use the transcendental function of the psyche of the players in order to become aware of these undefined mental contents. Based on the above, we can say that the article may be useful for professionals interested in the relationship of the Jungian approach with creative processes, namely its practical side, the importance of modern youth subcultures. Considering the results of the research, the conclusion was made that board role games are the factor in the development of the transcendental function of the psyche.


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