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Sample records for students role play

  1. The Correlation of Playing Role-playing Games and Students' Reading Comprehension of Narrative Text

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    Putra, Praditya

    2014-01-01

    This research investigates the correlation of playing Role-Playing Games and students' reading comprehension of narrative text. Thirty (30) ninth grade students who play Role-Playing Games participated in this study. Their frequency in playing Role-Playing Games and their ability in reading comprehension of narrative text are analyzed by using correlation research design. Correlation research design was used in this study in order to find out the tendency of relation between students' frequen...

  2. Role-Play and Student Engagement: Reflections from the Classroom

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    Stevens, Rachel

    2015-01-01

    Role-play is viewed by scholars as an effective active learning strategy: it encourages participation among passive learners, adds dynamism to the classroom and promotes the retention of material. But what do students think of role-play? This study surveyed 144 students after a role-play activity in a history course and asked them to identify what…

  3. Role-play as a pedagogical method to prepare students for practice: The students’ voice

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    Ulrika Westrup

    2013-05-01

    Full Text Available In this article we discuss how and why role-play supports students in gaining insights into complex leadership situations. We give voice to the students by illustrating their experiences in a role-playing activity involving a human resource management issue designed, performed, and evaluated as part of a management program. The results show that the role-playing supports the students by stimulating them to understand the issue from various perspectives, hence performing an overall change of perspectives. The role-playing exercise also enabled the students to create a collective understanding of the situation. The active social interactions and conversations of role-playing contributed to establishing a sense of community among the students. We argue that role-play could be a viable and forceful pedagogical method whereby teachers give their students the opportunity to prepare for practice. However, to implement role-play as an alternative method of learning requires that the method is a part of the institutional learning space.

  4. Developing Pharmacy Student Communication Skills through Role-Playing and Active Learning

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    Zeszotarski, Paula; Ma, Carolyn

    2015-01-01

    Objective. To evaluate the impact on pharmacy students of a communication course, which used role-playing to develop active-learning skills. Design. Students role-playing pharmacists in patient care scenarios were critiqued by students and pharmacist faculty members. Grading was performed using the rubric inspired by Bruce Berger’s Communication Skills for Pharmacists. Written skills were evaluated using student written critique questionnaires. Students completed precourse and postcourse self-assessment surveys. Preceptor evaluations were analyzed for course impact. Assessment. Students demonstrated improvement in oral skills based on role-play scores (45.87/50) after practice sessions. The average score based on the student questionnaire was 9.31/10. Gain was demonstrated in all defined course objectives. Impact on introductory pharmacy practice experience (IPPE) communication objectives was insignificant. Student evaluations for course and teaching strategy reflected a high average. Conclusion. Study results demonstrated improvement in oral and written communication skills that may help improve interprofessional teamwork between pharmacists and other health care providers. PMID:25995519

  5. Developing pharmacy student communication skills through role-playing and active learning.

    Science.gov (United States)

    Luiz Adrian, Julie Ann; Zeszotarski, Paula; Ma, Carolyn

    2015-04-25

    To evaluate the impact on pharmacy students of a communication course, which used role-playing to develop active-learning skills. Students role-playing pharmacists in patient care scenarios were critiqued by students and pharmacist faculty members. Grading was performed using the rubric inspired by Bruce Berger's Communication Skills for Pharmacists. Written skills were evaluated using student written critique questionnaires. Students completed precourse and postcourse self-assessment surveys. Preceptor evaluations were analyzed for course impact. Students demonstrated improvement in oral skills based on role-play scores (45.87/50) after practice sessions. The average score based on the student questionnaire was 9.31/10. Gain was demonstrated in all defined course objectives. Impact on introductory pharmacy practice experience (IPPE) communication objectives was insignificant. Student evaluations for course and teaching strategy reflected a high average. Study results demonstrated improvement in oral and written communication skills that may help improve interprofessional teamwork between pharmacists and other health care providers.

  6. Theoretical aspects of business role-playing game for senior students

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    Faychuk Olena Leonidivna

    2015-04-01

    Full Text Available The article deals with some theoretically grounded features of the business role-playing game determined to improve the learning process of senior students (specialization «Social work». The authors give the classification of business role-playing games, benefits and effective application of the rules of role-plays, and possibilities of using them in the learning process. Business role-playing games provide students’ initiative, emotional saturation of the learning process and help to assimilate the basic theoretical knowledge.

  7. Role-play as an educational tool in medication communication skills: Students' perspectives.

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    Lavanya, S H; Kalpana, L; Veena, R M; Bharath Kumar, V D

    2016-10-01

    Medication communication skills are vital aspects of patient care that may influence treatment outcomes. However, traditional pharmacology curriculum deals with imparting factual information, with little emphasis on patient communication. The current study aims to explore students' perceptions of role-play as an educational tool in acquiring communication skills and to ascertain the need of role-play for their future clinical practice. This questionnaire-based study was done in 2 nd professional MBBS students. A consolidated concept of six training cases, focusing on major communication issues related to medication prescription in pharmacology, were developed for peer-role-play sessions for 2 nd professional MBBS ( n = 122) students. Structured scripts with specific emphasis on prescription medication communication and checklists for feedback were developed. Prevalidated questionnaires measured the quantitative aspects of role-plays in relation to their relevance as teaching-learning tool, perceived benefits of sessions, and their importance for future use. Data analysis was performed using descriptive statistics. The role-play concept was well appreciated and considered an effective means for acquiring medication communication skills. The structured feedback by peers and faculty was well received by many. Over 90% of the students reported immense confidence in communicating therapy details, namely, drug name, purpose, mechanism, dosing details, and precautions. Majority reported a better retention of pharmacology concepts and preferred more such sessions. Most students consider peer-role-play as an indispensable tool to acquire effective communication skills regarding drug therapy. By virtue of providing experiential learning opportunities and its feasibility of implementation, role-play sessions justify inclusion in undergraduate medical curricula.

  8. Third Year Medical School Students' Experiences of Revealing Patients' Stories through Role Playing.

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    Cansever, Zeliha; Avsar, Zeynep; Tastan, Kenan

    2015-02-01

    Studying medicine is hard and it takes longer time compared to other majors. In addition, medical students find medical education boring. It is now necessary to turn medical education into an enjoyable and interesting way. The aim of this study is to evaluate the impact of an educational program related to how to learn taking medical history and how an effective patient-doctor interview should be. The program is structured in various scenarios, on the students learning skills, by the "role playing" method. A scenario prepared by the lecturer was employed in this study. While one of the students acted in a doctor role, the other one played in the role of patient's relative. The lecturer always played in the role of patient. After performing the role playing, students' written and oral feedbacks were gathered. Data were analysed by using SPSS 20.0 program. A total of 470 feedbacks (51.3% were given by the female students) were taken from the students. Thirty-three volunteer students, nineteen of them were male, took part in the role playing. In the patient-doctor interview, the field that students were best were greeting the patients and dealing only with patients during the examination. The mean scores were 3.81±0.95 and 3.79±0.94 respectively. The ability to "summarize" and to "address the patient with his/her name" had the lowest scores; the mean scores of the students in these areas were 2.94±1.11 and 2.70±1.31, respectively. Medical education is a long and tough process. Therefore, it should be interesting, attention getting and cheerful. Role playing can be effective in meeting that need.

  9. Students as "Humans Chromosomes" in Role-Playing Mitosis and Meiosis

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    Chinnici, Joseph P.; Yue, Joyce W.; Torres, Kieron M.

    2004-01-01

    Students often find it challenging to understand mitosis and meiosis and determine their processes. To develop an easier way to understand these terms, students are asked to role-play mitosis and meiosis and students themselves act as human chromosomes, which help students to learn differences between mitosis and meiosis.

  10. Efficacy of Role Play in Concert with Lecture to Enhance Student Learning of Immunology

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    Samantha L. Elliott

    2010-11-01

    Full Text Available Despite numerous reports that active learning increases student understanding, many barriers still exist that prevent faculty from shedding the traditional passive lecture and adopting active learning strategies in the classroom. This study looks at the use of role play as an active learning technique to convey new material, or as reinforcement to traditional lecture. A pre- and post-test survey was utilized to determine student learning gains, along with an anonymous survey to determine student attitudes about role play. Student learning gains are similar regardless of class size, role-playing participation or learning style, and reflect an increase in lower order cognition. Attitudes and learning gains indicate role play is preferable as a reinforcement technique, although the order does not matter if both lecture and role play are utilized to convey information. These data provide insight into the best practices of role-playing implementation in concert with traditional lecture format.

  11. Enhancing interest in statistics among computer science students using computer tool entrepreneur role play

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    Judi, Hairulliza Mohamad; Sahari @ Ashari, Noraidah; Eksan, Zanaton Hj

    2017-04-01

    Previous research in Malaysia indicates that there is a problem regarding attitude towards statistics among students. They didn't show positive attitude in affective, cognitive, capability, value, interest and effort aspects although did well in difficulty. This issue should be given substantial attention because students' attitude towards statistics may give impacts on the teaching and learning process of the subject. Teaching statistics using role play is an appropriate attempt to improve attitudes to statistics, to enhance the learning of statistical techniques and statistical thinking, and to increase generic skills. The objectives of the paper are to give an overview on role play in statistics learning and to access the effect of these activities on students' attitude and learning in action research framework. The computer tool entrepreneur role play is conducted in a two-hour tutorial class session of first year students in Faculty of Information Sciences and Technology (FTSM), Universiti Kebangsaan Malaysia, enrolled in Probability and Statistics course. The results show that most students feel that they have enjoyable and great time in the role play. Furthermore, benefits and disadvantages from role play activities were highlighted to complete the review. Role play is expected to serve as an important activities that take into account students' experience, emotions and responses to provide useful information on how to modify student's thinking or behavior to improve learning.

  12. Role-Playing Mitosis.

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    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  13. Role-Play in Literature Lectures: The Students' Assessment of Their Learning

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    Riain, Isobel Ní; Dawson, Ciarán; McCarthy, Marian

    2018-01-01

    The following article is based on a piece of qualitative research on the use of role-play in a literature module in the Modern Irish Dept. of University College Cork, Ireland, in 2015. There were 18 students involved in the research. The aim of the research was to investigate if students associate learning with the use of role-play in literature…

  14. What Students Need: Exploring Teachers' Views via Imagined Role-Playing

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    Zazkis, Rina; Nejad, Masomeh Jamshid

    2014-01-01

    Role-playing is an unscripted dramatic technique that encourages participants to improvise behaviors that illustrate expected actions of persons involved in defined situations. However, among various uses in developing professionals, the use of role-playing in teacher education is rather rare. To give all students the opportunity to participate in…

  15. Senior veterinary students' perceptions of using role play to learn communication skills.

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    Brandt, Jennifer C; Bateman, Shane W

    2006-01-01

    Recent studies of veterinary practice have suggested a correlation between well-developed communication skills and job satisfaction, career retention, customer satisfaction, decreased lawsuits, and financial remuneration for veterinarians. Veterinary educators are under growing pressure to teach functional communication skills to veterinary students; however, the methods employed have not been well evaluated. In this study we have evaluated veterinary student's attitudes to learning communication skills by participating in role play. The study indicates that experiential learning modalities such as role play are perceived as effective by students, despite reluctance to participate and some discomfort surrounding participation.

  16. Competence of medical students in communicating drug therapy: Value of role-play demonstrations.

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    Tayem, Yasin I; Altabtabaei, Abdulaziz S; Mohamed, Mohamed W; Arrfedi, Mansour M; Aljawder, Hasan S; Aldebous, Fahad A; James, Henry; Al Khaja, Khalid A J; Sequeira, Reginald P

    2016-01-01

    This study used role-play demonstrations to train medical students to communicate drug therapy and evaluated the perceptions on this instructional approach. The second-year medical students who attended a prescription writing session (n = 133), participated in this study. Prescription communication was introduced by using role-play demonstrations. Participant's perceptions were explored by a self-administered questionnaire and focus group discussion. The academic achievement of attendees and nonattendees was compared with an objective structured performance evaluation (OSPE) station that tested students' competence in this skill. Most attendees responded to the questionnaire (81.2%). Almost all respondents expressed their desire to have similar demonstrations in other units. A large proportion of participants reported that role-play demonstrations helped them develop their communication skills, in general, confidence to communicate drug-related information in a prescription, and the ability to explain the aim of drug therapy to patients. Most trainees thought also that they developed skills to communicate instructions on drug use including drug dose, frequency of administration, duration of therapy, adverse drug reactions, and warnings. During the focus group interviews, students thought that role-play was useful but would be more beneficial if conducted frequently in small group as part of the curriculum implementation. The majority of students also reported improved competence in writing a complete prescription. Analysis of attendees and nonattendees grades in the OSPE showed that the former scored higher than the latter group (P = 0.016). Role-play demonstrations were well accepted by medical students and led to the development of their competence in communicating drug therapy to patients.

  17. From board to bedside - training the communication competences of medical students with role plays.

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    Luttenberger, Katharina; Graessel, Elmar; Simon, Cosima; Donath, Carolin

    2014-07-05

    Role plays and standardized patients are often used in medical education and have proven to be effective tools for enhancing the communication skills of medical students. Most course concepts need additional time and teaching staff, and there are only a few studies about role plays in the preclinical segment. We developed a highly consolidated concept for the curricular course of 2nd-year medical students, including ten role plays about five subjects: anamnesis, shared decision making, prevention, breaking bad news, and so-called "difficult interactions". Before the course, all students were asked about their expectations and attitudes toward the course. After the course, all students rated the course, their individual learning progress, whether their expectations had been fulfilled, and re-evaluated their attitudes. Questionnaires were self-report measures and had a quantitative and a short qualitative section and were analyzed with descriptive statistics. Group differences (sex, age, role played) were evaluated with t tests at a Bonferonni-corrected significance level of p = .03 and the non-parametric U-tests. Implementing this practical course concept is possible without incurring additional costs. This paper not only shows how that can be done but also provides 5 examples of role scripts for different training subjects. The course concept was highly appreciated by the students. More than 75% felt that they had learned important communication techniques and would be better able to handle difficult situations. Playing the doctor's role was felt to be more useful than playing the patient's role. Women admitted a higher degree of shyness in the beginning and gave higher ratings to their learning progress than men. Students' most frequent wish in the qualitative analysis was to be able to play the doctor's role at least once. The students' answers showed a differentiated pattern, thus suggesting that the influence of social desirability was minimal. Practical skills

  18. Medical students' perspective about role-plays as a teaching strategy in community medicine.

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    Manzoor, Iram; Mukhtar, Fatima; Hashmi, Noreen Rahat

    2012-04-01

    To assess the students' perspective about role-plays conducted as a teaching methodology in community medicine. A quasi-experimental study. Department of Community Medicine at Fatima Memorial College of Medicine and Dentistry from July to November 2010. A probability technique of simple random sampling was used to collect 63 students from the third and fourth year MBBS who were randomly distributed in five sub-groups. They were variously ascribed the roles of obsceners, participants and helpers. A questionnaire was distributed to collect student's responses. The data was analyzed on SPSS version 17 to compare the responses. Chi-square test was applied and p-value was fixed at andragogy (p = 0.005) and 48 (76.2%) said that it provoked critical thinking about the subject (p = 0.038). Fifty-four students (85.7%) admitted that their attention span was better in role-plays as compared to lectures (p = 0.047). Role-plays were well accepted by the students as an effective teaching methodology and can be incorporated as a part of teaching strategies in Community Medicine.

  19. Motivation within Role-Playing as a Means to Intensify College Students' Educational Activity

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    Burenkova, Olga Mikhailovna; Arkhipova, Irina Vladimirovna; Semenov, Sergei Aleksandrovich; Samarenkina, Saniya Zakirzyanovna

    2015-01-01

    This article covers college students' educational activity issues while studying a foreign language; analyzes special aspects of motivation introduction, their specific features. It also defines role and structure of role-playing. The authors come to the conclusion that introduction of role-playing in an educational process will bring it closer to…

  20. Restaurant Role-Play in Psychology

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    Borya, Anthony

    2013-01-01

    Research methods is perceived as a technical and difficult topic by some students. Using role-play to teach it can make it more accessible, meaningful and engaging. Role-playing the familiar roles of customer and waiting staff at a restaurant and discussing the variables that may affect the size of tips can help students to learn some of the key…

  1. Evaluation of a communication skills training course for medical students using peer role-play.

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    Ayuob, Nasra Naeim; Qadi, Mahdi Ali; El Deek, Basem Salama; Boker, Abdulaziz Mohamed

    2017-05-01

    To evaluate the effect of using peer role-playing in learning the communication skills as a step in the development of the communication skills training course delivered to pre-clinical medical students. This study was conducted at the King Abdulaziz University, Jeddah, Saudi Arabia, between September 2014 and February 2015 and comprised medical students. Mixed methods design was used to evaluate the developed communication skills training course. Tests were conducted before and after the communication skills training course to assess the students' self-reported communication. After the course, the students completed a satisfaction survey. Focus groups were conducted to assess the behavioural and organisational changes induced by the course. SPSS 16 was used for data analysis.. Of the293 respondents, 246(84%) were satisfied with the course. Overall, 169(58%) subjects chose the lectures as the most helpful methods for learning the communication skills while 124(42%) considered practical sessions as the most helpful method. Besides, 237(81%) respondents reported that the role-play was beneficial for their learning, while 219(75%) perceived the video-taped role-play as an appropriate method for assessing the communication skills. Peer role-play was found to be a feasible and well-perceived alternative method in facilitating the acquisition of communication skills..

  2. Effects of e-learning, lectures, and role playing on nursing students' knowledge acquisition, retention and satisfaction.

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    Pourghaznein, Tayebeh; Sabeghi, Hakimeh; Shariatinejad, Keyvan

    2015-01-01

    Nursing education can maintain its dynamic quality when it moves toward innovation and modern methods of teaching and learning. Therefore, teachers are required to employ up to date methods in their teaching plans. This study evaluated the effects of e-learning, lectures, and role playing on nursing students' learning, retention, and satisfaction. Sixty nursing students were selected as an experiment and control groups during two consecutive semesters. The educational content was presented as e-learning and role playing during one semester (experiment group) and as lectures in the next semester (control group). A questionnaire containing three parts was used to assess demographics, learning and satisfaction statuses. The questionnaire also included a final openended question to evaluate the students' ideas about the whole course. The mean scores of posttest were 16.13 ± 1.37 using role playing, 15.50 ± 1.44 using e-learning and 16.45 ± 1.23 using lectures. The differences between the mean scores of posttest and pretest were 12.84 ± 1.43, 12.56 ± 1.57, and 13.73 ± 1.53 in the mentioned methods, respectively. Lectures resulted in significantly better learning compared to role playing and e-learning. In contrast, retention rates were significantly lower using lectures than using role playing and e-learning. Students' satisfaction from e-learning was significantly lower than lecturing and role playing. Due to the lower rates of retention following lectures, the teachers are recommended to use student- centered approaches in their lectures. Since students' satisfaction with e-learning was lower than the other methods, further studies are suggested to explore the problems of e-learning in Iran.

  3. Medical Students' Acquisition of Adolescent Interview Skills after Coached Role Play.

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    Kaul, Paritosh; Fisher, Jennifer H; Hanson, Janice L

    2018-04-01

    To develop and evaluate an educational activity designed to teach the adolescent Home, Education and employment, Eating, Activities, Drugs, Sexuality, Suicide/depression, and Safety (HEADS) examination. DESIGN, SETTING, PARTICIPANTS, INTERVENTIONS, AND MAIN OUTCOME MEASURES: Participants were third-year medical students in their pediatric clerkships. Students received an article on the HEADS interview and attended an adolescent medicine educational session. The session included individualized goal-setting and coached role play. Students' skills in doing a HEADS interview were evaluated through a standardized patient encounter (SPE) with a checklist and a retrospective pre- and post-test survey. The SPE checklist was used to assess whether the students included questions in 6 key areas of a HEADS interview. One hundred fifty-two students participated. During the SPE, 90% of students queried the adolescent's home life, 91% education, 82% activities, 84% drug/substance abuse, 95% sexual history, and 61% symptoms of depression. Pre- and postintervention data were compared using the Kruskal-Wallis Test and showed a statistically significant difference in the students' ability to list key topic areas of the HEADS exam (P interview using the HEADS exam (P interview during a SPE. Only three-fifths of the students, however, included questions about symptoms of depression. Coached role play with goal-setting facilitated effective learning of this approach to adolescent interviewing. Copyright © 2017 North American Society for Pediatric and Adolescent Gynecology. Published by Elsevier Inc. All rights reserved.

  4. What Can Students Learn in an Extended Role-Play Simulation on Technology and Society?

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    Loui, Michael C.

    2009-01-01

    In a small course on technology and society, students participated in an extended role-play simulation for two weeks. Each student played a different adult character in a fictional community, which faces technological decisions in three scenarios set in the near future. The three scenarios involved stem cell research, nanotechnology, and privacy.…

  5. "Prey Play": Learning about Predators and Prey through an Interactive, Role-Play Game

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    Deaton, Cynthia C. M.; Dodd, Kristen; Drennon, Katherine; Nagle, Jack

    2012-01-01

    "Prey Play" is an interactive role-play activity that provides fifth-grade students with opportunities to examine predator-prey interactions. This four-part, role-play activity allows students to take on the role of a predator and prey as they reflect on the behaviors animals exhibit as they collect food and interact with one another, as well as…

  6. Role-playing for more realistic technical skills training.

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    Nikendei, C; Zeuch, A; Dieckmann, P; Roth, C; Schäfer, S; Völkl, M; Schellberg, D; Herzog, W; Jünger, J

    2005-03-01

    Clinical skills are an important and necessary part of clinical competence. Simulation plays an important role in many fields of medical education. Although role-playing is common in communication training, there are no reports about the use of student role-plays in the training of technical clinical skills. This article describes an educational intervention with analysis of pre- and post-intervention self-selected student survey evaluations. After one term of skills training, a thorough evaluation showed that the skills-lab training did not seem very realistic nor was it very demanding for trainees. To create a more realistic training situation and to enhance students' involvement, case studies and role-plays with defined roles for students (i.e. intern, senior consultant) were introduced into half of the sessions. Results of the evaluation in the second term showed that sessions with role-playing were rated significantly higher than sessions without role-playing.

  7. Cooperative learning with role play in Chinese pharmacology education.

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    Wang, Jun; Hu, Xiamin; Xi, Jinglei

    2012-03-01

    Cooperative learning (CL) and role play are both efficient educational tools for enhancing Chinese student active learning and communication skills. This study was designed to obtain student feedback on the format of CL together with role play in the study of pharmacology in Chinese pharmaceutical undergraduates. CL was used in the self-study of new drugs used clinically but neglected in textbook and class teaching, so that groups of students were assigned to become "specialists" in one area of new drugs. Then, these "specialists" taught their new-found knowledge to other groups in role play approach involving an interaction between the pharmacist and a patient. Student perceptions of CL together with role play were examined using an eight-item survey instrument. Students were satisfied with CL together with role play. Majority of the students believed this teaching method enhanced their learning experience, made them gain more pharmacological expertise, increased the awareness of their career in future and self-educational abilities, and fostered their cooperation spirit and confidence. The materials on CL and role play were also believed pertinent. Only 63.4-76.5% and 63.1-37.3% of the students thought "CL and role-play were very funny" and "I felt very relaxed during CL together with role-play", respectively. CL together with role play is an efficient educational tool for enhancing student active-learning and communication skills. But Chinese students will take some time to adapt to this new teaching method.

  8. The Implementation of Role Play to Improve EFL Speaking Skill of the Second Semester Students of Akademi Bahasa Asing Balikpapan

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    Muhammad Rochman

    2014-08-01

    Full Text Available Speaking is an important skill learned by English student although English covers four skills namely speaking, listening, speaking and writing. Speaking is the main bridge for the students to master English. Unfortunately the fact has shown that the students were quite difficult to improve their speaking skill because they were accustomed to use their native language language in their daily life than using English. The above facts signify that the lecturer should apply the techniques that can motivate students to speak and engage students in encouraging activities. One of the techniques that encourage students to speak is role play. Role play is the choice implemented by the researcher in improving the speaking skill of the first year students at ABA Balikpapan since using role play, the students can express their idea, opinion, and feeling well in their performance without being worried to make mistake. Based on the result of the study, it can be concluded that the result of this research was satisfying. This research claims that it was successful in the effort in improving students’ English speaking skill through Role-Play. Role-Play activity could increase the students’ motivation in joining the teaching and learning activity. Their motivation is reflected in their efforts in preparing the Role-Play.

  9. A Role-Play Game to Facilitate the Development of Students' Reflective Internet Skills

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    Admiraal, Wilfried

    2015-01-01

    Although adolescents are currently the most frequent users of the Internet, many youngsters still have difficulties with a critical, reflective, and responsible use of the Internet. A study was carried out on teaching with a digital role-play game to increase students' reflective Internet skills. In this game, students had to promote a fictional…

  10. A comparison of debate and role play in enhancing critical thinking and communication skills of medical students during problem based learning.

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    Latif, Rabia; Mumtaz, Sadaf; Mumtaz, Rafia; Hussain, Aamir

    2018-04-18

    Debate and role play for learning critical thinking and communication skills are being increasingly used in various undergraduate medical schools worldwide. We aim to compare students' views about effectiveness of two teaching strategies; debate and role play to exercise critical thinking and communication skills during problem-based learning (PBL). This is a comparative, cross-sectional, and questionnaire-based study. Our subjects were second year undergraduate female medical students enrolled in Imam Abdulrahman Bin Faisal University (IAU), College of Medicine from September 2014-2016, divided into 10 small PBL groups (10-13 students/group/year). Students rated role play and debate as equally effective in improving communication skills. Debate was rated superior to role play in "opening new avenues of thinking" (p-value is 0.01), whereas in "integration of knowledge of basic medical sciences with clinical skills" and "reflection of real life experience" students rated role play being superior to debate (p-value 0.01 and 0.00, respectively). Both role play and debate are well accepted by the students in PBL curriculum as an effective teaching methodology. Both are perceived equally good in improving students' communication skills. Few aspects of critical thinking are improved more by role plays compared to debate and vice versa. © 2018 by The International Union of Biochemistry and Molecular Biology, 2018. © 2018 The International Union of Biochemistry and Molecular Biology.

  11. Role-playing in the problem-based learning class.

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    Chan, Zenobia C Y

    2012-01-01

    Learning and teaching have been conceptualized and executed in many styles, such as self-learning, peer learning, and interaction between the learner and mentor. Today, openness to alternative ideas and embracing innovative approaches in nursing education are encouraged in order to meet students' learning interests and needs, and to address ever-changing healthcare requests. Problem-based learning has been widely adopted in nursing education, with various positive effects on students' learning, such as motivated learning, team work, problem-solving skills and critical thinking. Role-plays have been demonstrated as an effective learning strategy that includes an active and experiential feature that facilitates students' autonomy in their health-related learning. However, there is a lack of discussion of whether and how role-play can be used in problem-based learning (PBL). This paper shows the development of a classroom-based innovation using role-play in the PBL class for higher diploma year-one nurse students (a total of 20 students, five per group). This paper consists of five sections: a) the literature on PBL and nurse education, and role-plays as the innovation; b) the PBL case scenario with the illustration of the two role-play scripts, c) student evaluation on role-play in the PBL class; d) discussions on both achievements and limitations of this innovation, and e) the conclusion. It is hoped that this paper will be an example to other nurse educators who are keen on exploring interactive and student-driven learning and teaching strategies in the PBL class. Copyright © 2011 Elsevier Ltd. All rights reserved.

  12. Sales Role-Plays and Mock Interviews: An Investigation of Student Performance in Sales Competitions

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    Mani, Sudha; Kothandaraman, Prabakar; Kashyap, Rajiv; Ashnai, Bahar

    2016-01-01

    Sales competitions provide students with opportunities to apply their understanding of sales. Despite a long tradition of scholarship on sales role-plays, the answer to what drives student performance in sales competitions remains elusive. In this research, we examine how motivation (work engagement) and ability (cognitive aptitude and…

  13. Qualitative Evaluation of a Role Play Bullying Simulation.

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    Gillespie, Gordon L; Brown, Kathryn; Grubb, Paula; Shay, Amy; Montoya, Karen

    Bullying against nurses is becoming a pervasive problem. In this article, a role play simulation designed for undergraduate nursing students is described. In addition, the evaluation findings from a subsample of students who participated in a role play simulation addressing bullying behaviors are reported. Focus group sessions were completed with a subset of eight students who participated in the intervention. Sessions were audiorecorded, transcribed verbatim, and analyzed using Colaizzi's procedural steps for qualitative analysis. Themes derived from the data were "The Experience of Being Bullied", "Implementation of the Program", "Desired Outcome of the Program", and "Context of Bullying in the Nursing Profession". Role play simulation was an effective and active learning strategy to diffuse education on bullying in nursing practice. Bullying in nursing was identified as a problem worthy of incorporation into the undergraduate nursing curriculum. To further enhance the learning experience with role play simulation, adequate briefing instructions, opportunity to opt out of the role play, and comprehensive debriefing are essential.

  14. Use of interactive theater and role play to develop medical students' skills in breaking bad news.

    Science.gov (United States)

    Skye, Eric P; Wagenschutz, Heather; Steiger, Jeffrey A; Kumagai, Arno K

    2014-12-01

    Creative arts have been increasingly implemented in medical education. This study investigated the use of interactive theater and role play with professional actors in teaching breaking bad news to medical students. The objectives were to explore the contexts, approaches, experiences, and reactions in giving and receiving bad news. Second-year medical students participated in a required educational session that utilized interactive theater which helps students learn about the issues of breaking bad news to a patient with cancer. Following the interactive theater piece, professional actors provided students role play experiences in small groups with breaking bad news. Anonymous evaluation surveys were given out to all second-year medical students at the conclusion of the breaking bad news session. Surveys contained quantitative and qualitative responses. Three years of evaluations were analyzed. A total of 451 (88 %) students completed the evaluations. Comments were thematically analyzed. Ninety-four percent agreed that the theater piece prompted reflection on patient-provider communications, and 89 % agreed that it stimulated discussion on complex issues with breaking bad news. The two most common themes in student comments concerned the importance of realism in the theater piece, and the value of experiencing multiple perspectives. Use of professional actors during the role play exercises enhances the realism and pushed the students out of their own "comfort zones" in ways that may more closely approximate real life clinical situations. Interactive theater can be a potentially powerful tool to teach breaking bad news during medical school.

  15. GeoQuest an Interactive Role Playing game

    Science.gov (United States)

    Maraffi, Sabina; Sacerdoti, Francesco; Scamardella, Alessandra

    2015-04-01

    The acquisition of knowledge and enhancing skills at actual time requires different approaches, involving students as much as possible, taking advantage of informal learning strengths and opportunities of formal learning. In this perspective, the game seems to be a perfect vehicle, not a single student's playing but a cooperative one. The GeoQuest project consists of an interactive role-playing game which involves all students using a patented system: the "teaching projector". This system allows the interaction of the class group through the use of smartphones and tablets, and it shows in real-time the game progress to the whole class. Our role-playing game is based on three routes at different degrees. The students, divided into several categories (physicist, chemists, disseminators, technicians, historians) have to follow a geological trail in order to discover the present and the past of the Earth. During the path, students have to pass some doors in teamwork; they allow assessment and represent the main sharing/disclosure moment. The doors allow to modulate the activities according to single lesson, teaching unit, module. Main Objectives: Working on PC by themselves, students could be even more alone: it needs a best fitting between ICT and cooperative learning. Role-playing helps students to reach their goals easily through cooperation; this in order to avoid the risk of loneliness of Inquiry Based Science Education, preserving entirely the educational value. Science Research now is based on field expert interaction: the role-playing game categories reflect the necessary team to get their goal. The several roles allow everyone to enhance their own skills. the "teaching projector" allows students to comment and to evaluate the groups activities and route them, providing real-time corrections to everybody. The playing categories represent all the aspects of the research areas: from scientists (physicists, chemists), to technicians, to disseminators and

  16. Role-Playing and Religion: Using Games to Educate Millennials

    Science.gov (United States)

    Porter, Adam L.

    2008-01-01

    I have been experimenting with using role-playing and games in my religion classes for several years and have found that students respond well to these pedagogical tools and methods. After reviewing my experiences, I explore the reasons for students' positive response. I argue that role-playing games capitalize on our students' educational…

  17. Student Perceptions of a Role-Playing Simulation in an Introductory International Relations Course

    Science.gov (United States)

    Giovanello, Sean P.; Kirk, Jason A.; Kromer, Mileah K.

    2013-01-01

    An emerging assumption in undergraduate political science education is that role-playing simulations are an effective teaching tool. While previous studies have addressed the pedagogical advantages of simulations as compared to more traditional teaching techniques, less attention has been paid to student perceptions of these simulations. This…

  18. Using non-scripted role-play to teach speaking skills: A study of English conversation of Thai college students at Yala Rajbhat University

    Directory of Open Access Journals (Sweden)

    Nuchanan Naksevee

    2015-01-01

    Full Text Available This study investigated the use of the non-scripted role-play activities to improve the oral performance of Thai college students with high and low English proficiency. It attempted to address the following questions: a Do high and low proficiency students perform differently in non-scripted role-play based on scores obtained from pre- and post-tests? If so, how? ; and b Can non-scripted role-play enhance the students’ speaking skills? Which group of students performs better in the non-scripted role-play? The data examined were obtained from tape recorded role-play of 16 non-English-major students (8 each proficiency level during their pre- and post-tests at Yala Rajabhat University in Southern Thailand. The role- play conversations were transcribed and analyzed following the Conversation Analysis (CA framework. The study found that the post test scores of both groups were significantly higher than their pre-test scores at the level of 0.00. The t-test result also revealed that the low proficiency students showed a significant degree of speaking improvement in terms of manner of expression and ability to interact at the level of 0.04 and 0.02 respectively. On the other hand, while improving on the same aspects, the high proficiency students also showed significant improvement in terms of fluency (sig = 0.02. The findings indicated that non- scripted role-play activities helped improve the students’ speaking skills and develop their ability to use the language naturally. Close single-case analyses additionally revealed that despite being traditionally taught conversation lessons with more focus on form and meaning, the participants trained with role-play noticeably improved on the language functions of genuine conversation. It was recommended that role-play activities be used in company with function-focused conversation lessons for the learners’ greater benefits.

  19. Using Online Role-Play to Promote Collaborative Argument and Collective Action

    Science.gov (United States)

    Doerr-Stevens, Candance; Beach, Richard; Boeser, Elizabeth

    2011-01-01

    This article discusses how students use online role-play to collaborate and change real school policy. Playing different characters in an online role-play, students explore controversial aspects of Internet filtering and adopt a plan to change their school's policy. Through engaging in collaborative argumentation during their role-play, students…

  20. Use of Simulated Psychosocial Role-Playing to Enhance Nursing Students' Development of Soft Skills.

    Science.gov (United States)

    Liebrecht, Christina; Montenery, Susan

    2016-08-01

    Effective communication and interaction enable nurses to develop caring, empathetic, and respectful relationships with patients and families. However, most nurses feel a lack of preparation in the "soft" skills of communication, professionalism, and leadership. Nurse managers are seeking graduates with strong emotional quotient characteristics such as self-awareness, motivation, self-regulation, empathy, and social skills. Assisting nursing students to develop these intangible, high-level skills presents an ongoing challenge to nurse educators. This creative teaching learning strategy examines the use of psychosocial role-playing skits to enhance nursing student development of the soft skills of nursing. In this strategy, senior level nursing students work in small groups to develop and present realistic 3- to 5-minute skits based on common nurse-patient, nurse-family, or nurse-health care team interactions that incorporate the concepts of therapeutic communication, interpersonal interaction, empathy, active listening, teamwork, delegation, and/or professionalism, followed by a debriefing session. Student feedback suggests that confidence and competence related to the skills of therapeutic communication, interpersonal interaction, empathy, active listening, teamwork, delegation, and professionalism may improve by incorporating soft skill psychosocial role-playing into a nursing education course of study.

  1. Penerapan Model Pembelajaran Bermain Peran (Role Playing dalam Meningkatkan Hasil Belajar Ekonomi

    Directory of Open Access Journals (Sweden)

    Tri Hartati

    2012-06-01

    Full Text Available Berdasarkan observasi di SMA N 1 Wadaslintang proses pembelajararan masih didominasi guru, ini membuat siswa pasif sehingga hasil belajar rendah. Upaya mencapai kompetensi pembelajaran adalah melakukan perbaikan dengan menerapkan model pembelajaran Role playing. Permasalahan: (1 apakah keaktifan siswa dengan penerapan model pembelajaran Role Playing dapat meningkatkan hasil belajar?, (2 bagaimana respon/tanggapan siswa dengan penerapan model Role Playing?. Tujuan: (1 mengetahui aktifitas siswa yang dapat meningkatkan hasil belajar, (2 mengetahui respon/tanggapan siswa terhadap model Role Playing. Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam 2 siklus, masing-masing siklus dua kali pertemuan dan beberapa tahap yaitu perencanaan, pelaksanaan, pengamatan dan refleksi. Data yang diperoleh dalam penelitian ini meliputi: keaktifan siswa, hasil belajar, dan respon siswa. Siklus I aktifitas siswa sebesar 57,82% (cukup aktif, rata-rata nilai hasil belajar 72 ketuntasan klasikal 68,18% dan respon siswa 64,58% (positif. Siklus II keaktifan siswa menjadi 78,9% (aktif, rata-rata nilai hasil belajar 84 ketuntasan klasikal 95,45% dan respon siswa meningkat menjadi 77,56% (positif. Simpulan dari penelitian ini adalah (1 meningkatnya keaktifan siswa dengan model pembelajaran Role Playing dapat meningkatkan hasil belajar siswa, (2 respon/tanggapan siswa menunjukan respon positif selama proses pembelajaran. Saran dari penelitian ini yaitu (1 Pembelajaran menggunakan model role playing dapat disesuaikan dengan materi yang ada dengan catatan guru harus menerangkan terlebih dahulu materi yang akan dipelajari, (2 model pembelajaran role playing memerlukan penguasaan materi yang baik jadi sebelum melakukan proses role playing disarankan siswa lebih banyak membaca materi agar proses pembelajaran lebih aktif. � Based on observation, economic teacher at SMA N 1 Wadaslintang implement teacher center learning, student being pasive and student

  2. [Application of role-play simulation in pre-clinical practice of the fourth grade students in department of endodontics].

    Science.gov (United States)

    Zhu, Lin-lin; Qiu, Li-hong; Qu, Liu; Xue, Ming; Yan, Lu

    2014-10-01

    To apply role- play simulation in pre-clinical practice of the fourth grade students in department of endodontics. Thirty-two students were randomly divided into 2 groups, there were 16 students in each group. Students in one group were taught with role-play simulation while the other group with lecture-based learning method. The teaching effect was measured with examination and questionnaire survey. The data was analyzed by using SPSS 17.0 software package. There were no significant differences in basic knowledge, case analysis and oral examination between 2 groups (P>0.05), but there was significant difference in history taking and medical records writing, practical examination and total scores between 2 groups (Pendodontics.

  3. Case studies and role play: learning strategies in nursing.

    Science.gov (United States)

    Cogo, Ana Luísa Petersen; Pai, Daiane Dal; Aliti, Graziella Badin; Hoefel, Heloísa Karnas; Azzolin, Karina de Oliveira; Busin, Lurdes; Unicovsky, Margarita Ana Rubin; Kruse, Maria Henriqueta Luce

    2016-01-01

    to report professors' experience in a public university of Southern region of Brazil using case studies and role play as learning strategies for nursing care of hospitalized adults. learning experience report from the Nursing Care of Adults I class of nursing undergraduate course. the development of case studies and role play considered health care needs from epidemiological profile of chronic noncommunicable diseases morbidity and mortality, nursing as an assisting method, and social aspects of hospitalized individuals. Role play planning was made by creating a stage in laboratory of practices and dialogues comprising students and professors interaction. case studies and role play encouraged students to active search for learning and brought theory closer to real health care situations.

  4. Using Role Play to Debate Animal Testing

    Science.gov (United States)

    Agell, Laia; Soria, Vanessa; Carrió, Mar

    2015-01-01

    The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…

  5. Conflicts in Chemistry: The Case of Plastics, a Role-Playing Game for High School Chemistry Students

    Science.gov (United States)

    Cook, Deborah H.

    2014-01-01

    Conflicts in Chemistry: The Case of Plastics, an innovative role-playing activity for high school students, was developed by the Chemical Heritage Foundation to promote increased public understanding of chemistry. The pilot program included three high school teachers and their students at three different schools and documented implementation and…

  6. Evaluation by undergraduate medical students of a role-playing training program on the management of acute states of agitation.

    Science.gov (United States)

    Rolland, B; Fovet, T; Poissy, J; Eichholtzer, C; Lesage, M; Thomas, P; Jourdain, M

    2018-04-01

    Acute states of agitation (ASAs) are frequent in daily medical practice. However, training on real ASAs raises technical and ethical issues, whereas lecture-based teaching hardly addresses some educational objectives, e.g., improving relational skills and team-based coordination. Simulation-based medical education (SBME) is a promising medium to train students on managing ASAs. We have recently implemented a role-playing training module on ASAs. In this scenario, four to five students play the role of the staff, while a trained professional actor plays the agitated patient. A subsequent standardized debriefing is conducted by a senior psychiatrist. A first wave of 219 students participated in a one-session training of this ASA module in June 2015. They completed pre-session and post-session questionnaires aiming to collect "proof-of-concept" data. The pre-session questionnaire investigated: previous experience of ASA among students during their clinical training; previous participation in a role-playing SBME; and perceived knowledge of the good practice rules for managing ASAs. The post-session questionnaire investigated among the students if: they thought having been able to appropriately manage the simulated ASA; they found the SBME medium more fitted for training than real situations; they found that the SBME session faithfully reproduced a real ASA; and the session was found useful for transmitting the skills on correct management of ASA. The average level of stress induced by the training was assessed using a numerical rating scale (0-10). Two hundred and six of the 219 students completed the pre-session questionnaire (63% females; response rate 96.7%). A hundred and thirty four students played the scenario and completed the post-session questionnaire (65.7% females; response rate 100%). 38.3% of the responders reported having previously experienced a situation of ASA in their practice, and 31.1% deemed to know the good practices rules for managing an ASA. In

  7. THE EFFECTIVENESS OF ROLE PLAY IN TEACHING SPEAKING

    Directory of Open Access Journals (Sweden)

    Lilis Suryani

    2015-12-01

    Full Text Available Speaking is one of essential skills that should be mastered by students. In fact, the students face difficulties in speaking such as difficulty to arrange the sentences, fear of making mistakes, and lack of motivation. It is supported by Nunan (1993, he states that there are some challenges in teaching speaking skill in EFL classroom namely lack of motivation, and they tend to use their first language. Related to those problems, role play is offered to overcome the problems in speaking. The aim of the research was to know the effect of using role play in teaching speaking. The research used pre-experimental design with one group pre test and post test design which consist of 30 students as the sample. The data were obtained by using pre test and post test. Then, obtained data were analyzed by using SPSS 20. The result of the research showed that significance value was .00 and it is lower than the significance level .05. It means that the null hypothesis was rejected. Thus, teaching speaking by using role play has a significant effect on improving the students’ speaking ability.    Keywords: role play, speaking, motivation

  8. Foreign Ludicity in Online Role-Playing Games

    Science.gov (United States)

    Liang, Mei-Ya

    2012-01-01

    This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…

  9. RECORDED-ROLE PLAY IN EFL CLASSROOM: A WAY OF MAXIMIZING STUDENTS‟ POTENTIAL IN SPEAKING

    Directory of Open Access Journals (Sweden)

    Krismiyati Krismiyati

    2017-04-01

    Full Text Available Teaching English for non English Department students will be quite a challenge as the students have various background and interest. Handling those students in a big number in a class that requires them to speak is another impending challenge. This is an action research on role-play in English classroom for Information Technology students. This study tries to see whether recorded-role play could maximize students‘ potential in speaking. This study involved 30 students taking English course in Information Technology Faculty. The students were given a situation in which they had to act the role play. They drafted the role -play before they recorded it. The result shows that students felt less tense in acting the role. They also got more time to practice their pronunciation before recording. It even gave students who felt reluctant and shy in the class to actively participate. In addition, students could play around with the supporting background sound to show their creativity. Surprisingly, most students do their best to show their effort in their speaking as the end-product would be played in the classroom, even the most quiet students performed really well. Finally, this recorded-role play proved to be an effective way to maximize students‘ potential in speaking.

  10. Some personal notes on role plays as an excellent teaching tool : commentary on "using and developing role plays in teaching aimed at preparing for social responsibility".

    Science.gov (United States)

    Hunger, Iris

    2013-12-01

    Role plays are extremely valuable tools to address different aspects of teaching social responsibility, because they allow students to "live through" complex ethical decision making dilemmas. While role plays are getting high marks from students because their entertainment value is high, their educational value depends on their closeness to students' work experience and the skills of the teacher in helping students comprehend the lessons they are meant to convey.

  11. How Role Play Addresses the Difficulties Students Perceive when Writing Reflectively about the Concepts They are Learning in Science

    Science.gov (United States)

    Millar, Susan

    A fundamental problem which confronts Science teachers is the difficulty many students experience in the construction, understanding and remembering of concepts. This is more likely to occur when teachers adhere to a Transmission model of teaching and learning, and fail to provide students with opportunities to construct their own learning. Social construction, followed by individual reflective writing, enables students to construct their own understanding of concepts and effectively promotes deep learning. This method of constructing knowledge in the classroom is often overlooked by teachers as they either have no knowledge of it, or do not know how to appropriate it for successful teaching in Science. This study identifies the difficulties which students often experience when writing reflectively and offers solutions which are likely to reduce these difficulties. These solutions, and the use of reflective writing itself, challenge the ideology of the Sydney Genre School, which forms the basis of the attempt to deal with literacy in the NSW Science Syllabus. The findings of this investigation support the concept of literacy as the ability to use oral and written language, reading and listening to construct meaning. The investigation demonstrates how structured discussion, role play and reflective writing can be used to this end. While the Sydney Genre School methodology focuses on the structure of genre as a prerequisite for understanding concepts in Science, the findings of this study demonstrate that students can use their own words to discuss and write reflectively as they construct scientific concepts for themselves. Social construction and reflective writing can contribute to the construction of concepts and the development of metacognition in Science. However, students often experience difficulties when writing reflectively about scientific concepts they are learning. In this investigation, students identified these difficulties as an inability to understand

  12. The implementation of role play in education of pre-service vocational teacher

    Science.gov (United States)

    Hidayati, L.; Pardjono, P.

    2018-01-01

    This article aims to: 1) explain the enhancement of students’ understanding about models of learning through role-play approach, and 2) find out the students’ response to the implementation of role-playing. Role-play is a technique that allows students to explore realistic situations by interacting with other people in a managed way in order to develop experience and trial different strategies in a supported environment. This is a Classroom Action Research consisting 2 cycles, held in the Apparel Pre-service Teacher Education Programs, Universitas Negeri Surabaya in 2016, in the subject of Teaching and Learning Strategy. The number of research subject is 54 students. Data collected by giving test and questionnaire. The data analyzed by descriptive analysis. The result states that:1) Role-play succeeds to improve student understanding of learning models; 2) The student’s’ response shows that the role-play is an exciting activity, provide an opportunity for students to be creative, and easy to be applied. Role-play has flexibility for implemented at the university level, accelerates the student’s understanding of learning materials, trains the students’ independence, responsibility, awareness to others as important provisions to become a teacher.

  13. Comparing Role-Playing Activities in Second Life and Face-to-Face Environments

    Science.gov (United States)

    Gao, Fei; Noh, Jeongmin J.; Koehler, Matthew J.

    2009-01-01

    This study compared student performances in role-playing activities in both a face-to-face (FTF) environment and a virtual 3D environment, Second Life (SL). We found that students produced a similar amount of communication in the two environments, but the communication styles were different. In SL role-playing activities, students took more…

  14. Setting Sight on Role Playing: To Accommodate or to Repudiate?

    Directory of Open Access Journals (Sweden)

    Ika Apriani Fata

    2016-11-01

    Full Text Available To set sight on role play by means to look at EFL teacher’s experience and students’ perspectives of role play (RP technique enactment in teaching speaking by using qualitative design. This research was a qualitative study. It was discharged at a Senior high school in Banda Aceh, Indonesia. It provided work for the instrument of observation sheet, field notes and interview guide, and also questionnaire. The methodology designated the combination of four mountainsides to expose in-depth the urgency of role play in which applied since 1936. The result of interview was exposed that the English teacher claimed that role play was a technique applied to promote speaking and it was corroborated by the result of field note. Likewise, regarding students’ perspective depicted that the students indeed agreed on themselves of the usefulness of role play to enhance their speaking skill and motivation. Thus, Students asserted that the learning was more fun and enjoyable through role play itself. It is merely found in this research study that role playing can accommodate students’ need and teacher’s side in English language teaching. Nevertheless, this article applies a small subject as the participant. Therefore, the researchers recommended to have a deep look at reasoning students’ point of view in terms of role play technique implementation in non-English class. And see ascertains how beneficial it is in terms of role play (RP in a large classroom.

  15. Negotiating succession in a family business - a role play

    DEFF Research Database (Denmark)

    Pelzmann-Knafl, Sabine; Winkler, Ingo

    2017-01-01

    . The role-play offers you the possibility to flexibly address various succession-related aspects in family business. It requires a teacher, who is familiar with the family business literature and particularly the research of succession in family business. Furthermore, because role-plays have their own...... dynamics, the teacher should be familiar with applying role-plays in their teaching. In the teaching notes we offer a way to embed the role-play in a five-hour teaching and learning activity addressing the various issues of succession in family firms. You could, however, do only the role-play, for instance......Negotiating succession is crucial for a family business. This role-play will enable students to simulate a family conference of the Mayer & Huber Ltd, a German-based but internationally operating producer of mechanical and electrical locking systems for the automotive industry. During...

  16. MODEL ROLE PLAYING DALAM PEMBELAJARAN SIKLUS AKUNTANSI PERUSAHAAN DAGANG

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    Jarot Tri Tri Bowo Santoso

    2011-06-01

    Full Text Available Accounting lesson is considered as a difficult lesson by most students in SMK/SMA. It is even sometimes worse with the less ability of accounting teachers to select learning methods thatcan attract students’ attention and thought. Therefore, it is necessary to find an alternative learning which can help students to involve in the real situation which is fun and memorable. The learning model which can fulfill the fun situation is the role playing. The steps to implement this model in the learning of accounting cycle for trade firm are to divide students in groups and to give each of them an opportunity to play a role. In practice, each student changers the role weekly based on the order. The model makesstuents easier to understand the basic accounting and leads the teachers evaluate the materials if the lack of conformity occurs during the learning.

  17. A Historical Journey in Science Education through Role Playing

    Science.gov (United States)

    Guha, Smita

    2013-01-01

    In order to avoid a routine classroom environment, teachers often employ the use of role-plays. This is an effective strategy because it is essential for teachers to engage their students with information through various methods. Role-playing provides the children with the opportunity to incorporate multiple senses into a knowledge-based, fun…

  18. Learned Helplessness and Learning Goals: Role played in School Refusal. A Study on Italian Students.

    Directory of Open Access Journals (Sweden)

    Luana Sorrenti

    2016-08-01

    Full Text Available Literature on school refusal has shown a link between school refusal and poor school performance. However, there has been little investigation into the individual underlying factors, and specifically factors directly related to the learning process, such as the learning goals of students and their expectations of success and/or failure. The main purpose of the present study is to investigate the influence of Learned Helplessness (LH and learning goals on school refusal. We hypothesized that LH and learning goals exert a unique role in predicting school refusal above and beyond the roles of academic achievement, age, and gender. The sample consisted of 201 Italian students with an average age of 11.93, with both low (57.2 % of students and high (42.8 % academic achievement. School refusal, LH, and learning goals were measured by means of questionnaires. The results confirm the hypothesis of this study; in fact, we found that learning goals and, above all, LH play a more predictive role of school refusal than academic achievement. These results extend previous studies on school refusal and, for the first time, they provide additional knowledge about this problem, analyzing the relationship between school refusal, learning goals, and LH, still neglected in the literature. Implications on the psychological well-being of students are discussed.

  19. Facilitating social work role plays in online courses: The use of video conferencing

    Directory of Open Access Journals (Sweden)

    Dale Fitch

    2016-04-01

    Full Text Available Role plays have served an instrumental role in social work education by providing opportunities for students to acquire interaction skills. This project tested various online video conferencing tools to facilitate role plays for students who live in different locations and who are unable to be at the same place at the same time. Key features of the technology included the ability to facilitate real-time interaction, compatibility with laptops and Wi-Fi connections, and the ability to record sessions for later viewing and feedback. Method: Case study design. Results: Students were able to use the videoconferencing software with minimal support. Video quality was not always ideal with contributing factors being the time of day students used the software. There were no distinguishable time and effort demands associated with the online video conferencing compared to classroom role plays. Some students found use of the technology caused them to feel disconnected from their peers compared to face-to-face encounters, while other students found the encounter more intimate in that the pressure to perform in front of others was not felt. Implications: Video conferencing is a promising tool to facilitate social work role plays. Future research needs to assess the acquisition of specific skills compared to traditional classroom students.

  20. Role-play as an educational tool in medication communication skills: Students’ perspectives

    Science.gov (United States)

    Lavanya, S. H.; Kalpana, L.; Veena, R. M.; Bharath Kumar, V. D.

    2016-01-01

    Objectives: Medication communication skills are vital aspects of patient care that may influence treatment outcomes. However, traditional pharmacology curriculum deals with imparting factual information, with little emphasis on patient communication. The current study aims to explore students’ perceptions of role-play as an educational tool in acquiring communication skills and to ascertain the need of role-play for their future clinical practice. Materials and Methods: This questionnaire-based study was done in 2nd professional MBBS students. A consolidated concept of six training cases, focusing on major communication issues related to medication prescription in pharmacology, were developed for peer-role-play sessions for 2nd professional MBBS (n = 122) students. Structured scripts with specific emphasis on prescription medication communication and checklists for feedback were developed. Prevalidated questionnaires measured the quantitative aspects of role-plays in relation to their relevance as teaching–learning tool, perceived benefits of sessions, and their importance for future use. Statistical Analysis: Data analysis was performed using descriptive statistics. Results: The role-play concept was well appreciated and considered an effective means for acquiring medication communication skills. The structured feedback by peers and faculty was well received by many. Over 90% of the students reported immense confidence in communicating therapy details, namely, drug name, purpose, mechanism, dosing details, and precautions. Majority reported a better retention of pharmacology concepts and preferred more such sessions. Conclusions: Most students consider peer-role-play as an indispensable tool to acquire effective communication skills regarding drug therapy. By virtue of providing experiential learning opportunities and its feasibility of implementation, role-play sessions justify inclusion in undergraduate medical curricula. PMID:28031605

  1. What role does taste play in school meal interventions?

    DEFF Research Database (Denmark)

    Guerrero, Kayla; Olsen, Anne Marie; Wistoft, Karen

    2018-01-01

    dialogue around taste on factors such as physical and psychological well-being, empowerment, school enjoyment, and academic outcomes. By taking steps to accurately evaluate and improve the taste of school food and by creating avenues for students to express their opinions and develop a meaningful sense......School lunch plays an important role in the well-being of students. However, studies have given evidence that school lunch may not be satisfactory to students. Evidence shows that taste plays an influential role in students’ food decisions and eating experiences. This narrative review finds...... that interventions around improving school lunch mainly focus on increasing intake of target foods or food groups, and few studies exist that examine other outcomes such as food enjoyment or well-being. Future interventions could explore the impact of increasing student engagement around school lunch and opening...

  2. Mars Colony: Using Role-Play as a Pedagogical Approach to Teaching Science

    Science.gov (United States)

    Dolenc, Nathan; Wood, Aja; Soldan, Katie; Tai, Robert H.

    2016-01-01

    In this article, the authors discuss role-play as a pedagogical strategy to engage kindergarten and first-grade students in science and engineering. They present a five-part Mars colony lesson that they developed for a blended class, during which students role-play a space-exploration story that enables them to gain a firsthand perspective of what…

  3. Play a Starring Role in Your Textbook: A Digital Web Platform with an Embedded Role-Playing Game

    Science.gov (United States)

    Spielvogel, Laura; Spielvogel, Christian

    2014-01-01

    In this report, we introduce our digital e-textbook web platform with an integrated role-playing game, which has been created for "introduction to anthropology" courses. We believe that textbooks have the potential to do more to motivate students' pursuit of learning if their material (topically organised chapters supported by…

  4. Using peer-assisted learning and role-playing to teach generic skills to dental students: the health care simulation model.

    Science.gov (United States)

    El Tantawi, Maha M A; Abdelaziz, Hytham; AbdelRaheem, Amira S; Mahrous, Ahmed A

    2014-01-01

    Increasing importance is attached to teaching generic skills to undergraduate students in various disciplines. This article describes an extracurricular, student-led activity for teaching generic skills using the Model United Nations over three months. The activity used the Health Care Simulation Model (HCSM) with peer learning and role-playing to accomplish its objectives. An interview was used to select from undergraduate and postgraduate dental students at Alexandria University, Alexandria, Egypt, to develop a group of staff to act as peer teachers after receiving training (n=77). These peer teachers provided training for 123 undergraduate dental students to serve as delegates who acted as trainees or peer learners. At the end of the training sessions, a conference was held in which the students played the roles of delegates representing officials responsible for health care systems in ten countries. The students reported improvement in generic skills, enjoyed several aspects of the experience, and disliked other aspects of the model to a lesser extent. In multivariate analysis, perceived usefulness of the HCSM was significantly greater for staff than delegates and increased as self-reported improvement in knowledge of health care systems increased. This study suggests that innovative, student-centered educational methods can be effective for teaching generic skills and factual information.

  5. The significance and perspectives of role playing as a teaching method in process oriented nursing education

    OpenAIRE

    小松, 万喜子; 冨岡, 詔子; 山崎, 章恵; 柳澤, 節子; 百瀬, 由美子

    1999-01-01

    This study was to report the results of students' responses to role playing which has been introduced as a teaching method in adult nursing clinical practice. About 80% of 79 students participated, positively evaluated their experiences in role playing as useful to their clinical practice, with 20% claiming negatively as not useful. An overall result suggested the usefulness of role playing as a method to enhance students' general readiness to their clinical practice. As students with negativ...

  6. You Must Participate: Violating Research Ethical Principles through Role-Play

    Science.gov (United States)

    Kraus, Rachel

    2008-01-01

    The author discusses the use of role-play to teach research ethics in three semesters of a research methods class. Small groups of students were assigned one of nine ethical norms discussed in the course textbook and the American Sociological Association Code of Ethics. Each group role-played the violation of their assigned ethic to the class. The…

  7. A Recruiting and Hiring Role-Play: An Experiential Simulation

    Science.gov (United States)

    Newberry, Robert; Collins, Marianne K.

    2012-01-01

    Creating experiential learning opportunities that engage students, meet marketing curricula objectives, and fit the application in a traditional semester course is extremely challenging. This paper describes a role-playing simulation offered concurrently to the professional selling and sales management classes in which the selling students act as…

  8. "I Had to Live, Breathe, and Write My Character": Character Selection and Student Engagement in an Online Role-Play Simulation

    Science.gov (United States)

    Rector-Aranda, Amy; Raider-Roth, Miriam; Glaser, Noah; Behrman, Matthew

    2017-01-01

    This study explores the relationship between character selection and student engagement in the Jewish Court of All Time (JCAT), an online and classroom-based role-playing simulation of a current events court case with Jewish historical roots. Analyzing students' responses to three questions posed in an out-of-character JCAT discussion forum, we…

  9. Role Playing in Physical Education to Teach in the Affective Domain

    Science.gov (United States)

    Samalot-Rivera, Amaury

    2014-01-01

    Using role playing during physical education provides limitless opportunities for intervention and for the demonstration of personal and social qualities. The purpose of this article is to provide easy steps for implementing role playing as a strategy to teach social skills to students in the physical education setting.

  10. Experiencing the Elicitation of User Requirements and Recording Them in Use Case Diagrams through Role-Play

    Science.gov (United States)

    Costain, Gay; McKenna, Brad

    2011-01-01

    This paper describes a role-play exercise used in a second-year tertiary Systems Analysis and Design course, and the quantitative and qualitative analysis of the students' responses to a survey that solicited their perceptions of that role-play experience. The role-play involved students in eliciting user requirements from customers during a Joint…

  11. "The Learning Sticks": Reflections on a Case Study of Role-Playing for Sustainability

    Science.gov (United States)

    Gordon, Sue; Thomas, Ian

    2018-01-01

    Use of role-plays to develop deep student-learning has many advocates. Role-play is a powerful approach for learning that develops relevant skills in a range of disciplines and situations. In Higher Education, sustainability programmes role-play pedagogy appears to have great relevance for developing the competencies that these graduates will…

  12. What Role Does Taste Play in School Meal Studies? A Narrative Review of the Literature

    Science.gov (United States)

    Guerrero, Kayla; Olsen, Annemarie; Wistoft, Karen

    2018-01-01

    School meals play an important role in student well-being. However, studies have given evidence that school meals may not be satisfactory to students. Evidence suggests that taste plays an influential role in students' food decisions and eating experiences. This review of current research finds that studies around improving school meals mainly…

  13. Confronting Prejudiced Comments: Effectiveness of a Role-Playing Exercise

    Science.gov (United States)

    Lawson, Timothy J.; McDonough, Tracy A.; Bodle, James H.

    2010-01-01

    We examined whether a role-playing exercise, similar to that developed by Plous (2000), increases students' ability to generate effective responses to prejudiced comments. We assessed social psychology students' (n = 23) ability to respond to prejudiced comments before and after the exercise, and compared their performance to that of 2 other…

  14. Assessing Women's Responses to Sexual Threat: Validity of a Virtual Role-Play Procedure

    Science.gov (United States)

    Jouriles, Ernest N.; Rowe, Lorelei Simpson; McDonald, Renee; Platt, Cora G.; Gomez, Gabriella S.

    2011-01-01

    This study evaluated the validity of a role-play procedure that uses virtual reality technology to assess women's responses to sexual threat. Forty-eight female undergraduate students were randomly assigned to either a standard, face-to-face role-play (RP) or a virtual role-play (VRP) of a sexually coercive situation. A multimethod assessment…

  15. Teacher's Guide to Canal. The Middlesex Canal: A Role Playing Exercise.

    Science.gov (United States)

    Holmes, Cary W.; Tedesco, Paul H.

    The document consists of a role-playing game and related teacher's guide designed to illustrate decision-making processes leading to the building of the Middlesex Canal in Massachusetts in 1793. The primary educational objective is to involve students in the decision-making process through role play. The game is designed to facilitate…

  16. E-learning Constructive Role Plays for EFL Learners in China's Tertiary Education

    Science.gov (United States)

    Shen, Lin; Suwanthep, Jitpanat

    2011-01-01

    Recently, speaking has played an increasingly important role in second/foreign language settings. However, in many Chinese universities, EFL students rarely communicate in English with other people effectively. The existing behavioristic role plays on New Horizon College English (NHCE) e-learning do not function successfully in supplementing EFL…

  17. Cultural scripts, memories of childhood abuse, and multiple identities: a study of role-played enactments.

    Science.gov (United States)

    Stafford, Jane; Lynn, Steven Jay

    2002-01-01

    This study compared the reports of satanic, sexual, and physical abuse of persons instructed to role-play either dissociative identity disorder (DID) (n = 33), major depression (n = 33), or a college student who experienced minor adjustment problems ("normal") (n = 33) across a number of trials that included role-played hypnosis. As hypothesized, more of the participants who were asked to role-play DID reported at least one instance of satanic ritual abuse and sexual abuse compared with those who role-played depression or a college student with minor adjustment problems. DID role-players reported more incidents of sexual abuse and more severe physical and sexual abuse than did the major depression role-players. Further, the DID role-players differed from the normal role-players on all the measures of frequency and severity of physical and sexual abuse. Participants in all groups reported more frequent and severe incidents of physical abuse after role-played hypnosis than they did prior to it.

  18. Effects of two educational method of lecturing and role playing on knowledge and performance of high school students in first aid at emergency scene.

    Science.gov (United States)

    Hassanzadeh, Akbar; Vasili, Arezu; Zare, Zahra

    2010-01-01

    This study aimed to investigate the effects of two educational methods on students' knowledge and performance regarding first aid at emergency scenes. In this semi-experimental study, the sample was selected randomly among male and female public high school students of Isfahan. Each group included 60 students. At first the knowledge and performance of students in first aid at emergency scene was assessed using a researcher-made questionnaire. Then necessary education was provided to the students within 10 sessions of two hours by lecturing and role playing. The students' knowledge and performance was as-sessed again and the results were compared. It was no significant relationship between the frequency distribution of students' age, major and knowledge and performance before the educational course in the two groups. The score of knowledge in performing CPR, using proper way to bandage, immobilizing the injured area, and proper ways of carrying injured person after the education was significantly increased in both groups. Moreover, the performance in proper way to bandage, immobilizing injured area and proper ways of carrying injured person after educational course was significantly higher in playing role group compared to lecturing group after education. Iran is a developing country with a young generation and it is a country with high risk of natural disasters; so, providing necessary education with more effective methods can be effective in reducing mortality and morbidity due to lack of first aid care in crucial moments. Training with playing role is suggested for this purpose.

  19. Enhanced reality live role playing

    OpenAIRE

    Söderberg, Jonas; Waern, Annika; Åkesson, Karl-Petter; Björk, Staffan; Falk, Jennica

    2004-01-01

    Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games.

  20. Online and face-to-face role-play simulations in promoting social work students’ argumentative problem solving

    Directory of Open Access Journals (Sweden)

    Kati Vapalahti

    2015-03-01

    Full Text Available This paper reports on a teaching experiment in which social work students (n=38 practiced problem solving through argumentative tasks. A teaching experiment was carried out at a Mikkeli University of Applied Sciences in Finland in connection with a course concerning preventative work against alcohol- and drug abuse. This quasi- experimental study investigated whether role-play simulation conducted either online (15 students or face-to-face (14 students improved students’ problem solving on social issues. As a pre-test, the students wrote an essay after having watched a dramatization of problematic cases on elderly people’s use of alcohol. The students also attended lectures (30 x 45 min on the effect of substance abuse and preventive work, and after the role-play simulation they wrote another essay (post-test. Nine controls wrote an essay without participating in the role-play simulation. Lastly, the students filled out feedback questionnaires.

  1. Virtual firm as a role-playing tool for biomedical education.

    Science.gov (United States)

    Blagosklonov, Oleg; Soto-Romero, Georges; Guyon, Florent; Courjal, Nadège; Euphrasie, Sebatien; Yahiaoui, Reda; Butterlin, Nadia

    2006-01-01

    The paper describes design of a role-playing tool based on the experience of the practice firm which allows participants to obtain relevant and practical on-the-job experience. The students played the roles of the employees and the applicants for vacant positions at the virtual firm - a small business specialized in biomedical sector - founded to design the demonstration vehicle for a biomedical device. We found that this innovative concept may be used to improve the young engineers performance and to facilitate their post-graduate integration.

  2. Role-play and the Industrial Revolution: an STS approach to the teaching of steam engines

    Science.gov (United States)

    Sabka, Diego; Pereira de Pereira, Alexsandro; Lima Junior, Paulo

    2016-11-01

    Role-play is an interesting, although underexplored, way of teaching physics in high school. This paper presents a science-technology-society (STS) approach to the teaching of heat engines based on a role-play of the Industrial Revolution. Enacting the role-play, students are presented not only to scientific concepts, but also to the social and technological controversies of industrial development.

  3. Psychiatrists' Perceptions of Role-Playing Games.

    Science.gov (United States)

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  4. Role-playing is an effective instructional strategy for genetic counseling training: an investigation and comparative study.

    Science.gov (United States)

    Xu, Xiao-Feng; Wang, Yan; Wang, Yan-Yan; Song, Ming; Xiao, Wen-Gang; Bai, Yun

    2016-09-02

    Genetic diseases represent a significant public health challenge in China that will need to be addressed by a correspondingly large number of professional genetic counselors. However, neither an official training program for genetic counseling, nor formal board certification, was available in China before 2015. In 2009, a genetic counseling training program based on role-playing was implemented as a pilot study at the Third Military Medical University to train third-year medical students. Questionnaires on participant attitudes to the program and role-playing were randomly administered to 324 students after they had finished their training. Pre- and post-training instructional tests, focusing on 42 key components of genetic counseling, were administered randomly to 200 participants to assess mastery of each component. Finally, scores in final examinations of 578 participants from 2009 to 2011 were compared to scores obtained by 614 non-participating students from 2006 to 2008 to further assess program efficacy. Both the training program and the instructional strategy of role-playing were accepted by most participants. Students believed that role-playing improved their practice of genetic counseling and medical genetics, enhanced their communication skills, and would likely contribute to future professional performance. The average understanding of 40 of the key points in genetic counseling was significantly improved, and most students approached excellent levels of mastery. Scores in final examinations and the percentages of students scoring above 90 were also significantly elevated. Role-playing is a feasible and effective instructional strategy for training genetic counselors in China as well as in other developing countries.

  5. TEACHING SPEAKING BY ROLE-PLAY ACTIVITY

    Directory of Open Access Journals (Sweden)

    Fadilah Fadilah

    2016-11-01

    Full Text Available The students often find some problems in practising English speaking. The problem frequently found is that their native language causes them difficult to use the foreign language. Other reason is because of motivation lack to practice the second language in daily conversation. They are also too shy and afraid to take part in the conversation. Many factors can cause the problem of the students’ speaking skills namely the students’ interest, the material, and the media among others including the technique in teaching English. There are many ways that can be done by the students to develop their ability in speaking English. The appropriate technique used by the English teacher also supports their interested in practising their speaking. One of the techniques that can be applied is role play.

  6. Game-playing in interdisciplinary design and planning teams : A role-play simulation as a learning method

    NARCIS (Netherlands)

    Bruil, A.W.; Van der Toorn Vrijthoff, W.

    2011-01-01

    In this paper we present our experiences in setting up and fulfilling a role-play simulation in an academic context. This simulation was set up for the first time in February 2010 to teach 260 students in their final semester in the Bachelor, the bachelor 6, of the Faculty of Architecture how to

  7. Effects of Role-Playing Scenarios on the Self-efficacy of Students in Resisting Against Substance Addiction: A Pilot Study.

    Science.gov (United States)

    Karatay, Gülnaz; Gürarslan Baş, Nazan

    2017-01-01

    During the first phases of adolescent development, young people have little self-efficacy and resistance against substance use. The aim of this study was to demonstrate the effectiveness of role-playing scenarios on the self-efficacy of students in resisting substance use. A pre test and post test study design was used with a single group. The study was carried out with 245 secondary school students. The scenario-based training, developed by the researchers, was presented by the school counselors once a week for 4 weeks. For this purpose, a booklet of scenarios was prepared for the teachers. The role-playing scenarios were intended to improve adolescents' abilities to say "no" to substance offers, to prevent them from becoming addicted to certain substances, and to call for help if needed. The data of the study were collected using the Personal Information Form and the Self-Efficacy for Adolescences Protecting Substance Abuse Scale . The obtained data were assessed using percentages, chi-square, t test, and F test in the SPSS software. Results showed that, after the training, the mean score in the Self-Efficacy for Adolescences Protecting Substance Abuse Scale increased significantly (103.20 ± 20.00) compared with before the training (92.11 ± 17.08) ( P < .05). Short-term outcomes of the class-based scenario training were observed to be effective in the development of students' self-efficacy to resist the temptations of substance use.

  8. Understanding Collectivism and Female Genital Cutting through a Family Role-Playing Exercise

    Science.gov (United States)

    Miller, Carol

    2014-01-01

    This study is a test of the effectiveness of a classroom role-playing exercise used to increase the understanding of cultural practices with which many Midwestern college students are uncomfortable. I employed a pre-test/post-test comparison group design. Students enrolled in two sections of a general education global issues course (N = 56) were…

  9. The Role the Collegiate American Marketing Association Plays in Professional and Entrepreneurial Skill Development

    Science.gov (United States)

    Peltier, James W.; Scovotti, Carol; Pointer, Lucille

    2008-01-01

    Professional student organizations offer members a wide range of learning opportunities for applied marketing experiences. Little research exists in the marketing education literature on the role student organizations play in preparing their members for life beyond school. Understanding what students seek as members of such organizations and how…

  10. Understanding Protein Synthesis: A Role-Play Approach in Large Undergraduate Human Anatomy and Physiology Classes

    Science.gov (United States)

    Sturges, Diana; Maurer, Trent W.; Cole, Oladipo

    2009-01-01

    This study investigated the effectiveness of role play in a large undergraduate science class. The targeted population consisted of 298 students enrolled in 2 sections of an undergraduate Human Anatomy and Physiology course taught by the same instructor. The section engaged in the role-play activity served as the study group, whereas the section…

  11. World of Wordcraft: Foreign Language Grammar and Composition Taught as a Term-Long Role-Playing Game

    Science.gov (United States)

    Gellar-Goad, T. H. M.

    2015-01-01

    This article outlines an innovative approach to the instruction of foreign languages: a term-long role-playing game in the style of tabletop role-playing games such as "Dungeons & Dragons." Students adopt personas, avatars, or "player characters" and take them through adventures, exploration, puzzles, and fights with…

  12. Computer-supported games and role plays in teaching water management

    Directory of Open Access Journals (Sweden)

    A. Y. Hoekstra

    2012-08-01

    Full Text Available There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.

  13. Computer-supported games and role plays in teaching water management

    Science.gov (United States)

    Hoekstra, A. Y.

    2012-08-01

    There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.

  14. Fostering creativity, empathy and self-regulation through story-based educational role-play

    DEFF Research Database (Denmark)

    Gjedde, Lisa

    is an interactive approach to learning that involves students in collaborative, creative problem solving in meaningful contexts. A R&D project in Danish schools has studied how the curriculum for grades 6-10 can be embedded in immersive narrative roleplay scenarios, and the implications for the learners’ motivation...... engaging the learners in narrative educational role-play. These include how the learners engagement in role-play can afford emotionally encoded memory, socially and contextually anchored interactions with the learning material as well as empathy and self-regulation.Based on the findings from the R...

  15. The case of "Miss Jacobs": adolescent simulated patients and the quality of their role playing, feedback, and personal impact.

    Science.gov (United States)

    Bokken, Lonneke; van Dalen, Jan; Rethans, Jan-Joost

    2010-12-01

    Adolescents as standardized patients are relatively new in medical education. Studies have mostly explored the impact of role playing on adolescents trained to perform standardized patient roles for assessment purposes. No studies were found with regard to the quality of adolescents' role playing. We evaluated the effects of performing a patient role on adolescents trained as simulated patients (SPs) for teaching purposes (in contrast to standardized patients) and evaluated the quality of adolescent SPs' role playing and feedback. Nine young women, aged 16 to 18 years, were trained to portray roles of adolescents asking their general practitioner for an oral contraceptive. Three adolescent men were trained to portray roles of some of the girls' boyfriends. Each role was developed in consultation with the individual adolescent and was largely based on her own personal experience. Students rated the quality of the adolescent SP's role playing and feedback after each SP encounter on a previously validated questionnaire (the Maastricht Assessment of Simulated Patients). Both the adolescent SPs and faculty teachers both completed questionnaires on their experiences. Three hundred forty-one students rated the quality of the SPs' role playing and feedback with a mean score of 7.5 of 10. The faculty teachers were also generally positive about the role playing and feedback. Nevertheless, there were some concerns about the quality of the feedback. Adolescent SPs reported no negative effects because of their performance. Generally, students and teachers were satisfied with the quality of the role playing and feedback provided by the adolescent SPs. The adolescent SPs experienced no negative effects related to their performance, which confirms earlier findings among adolescent standardized patients.

  16. Using interactive online role-playing simulations to develop global competency and to prepare engineering students for a globalised world

    Science.gov (United States)

    May, Dominik; Wold, Kari; Moore, Stephanie

    2015-09-01

    The world is changing significantly, and it is becoming increasingly globalised. This means that countries, businesses, and professionals must think and act globally to be successful. Many individuals, however, are not prepared with the global competency skills needed to communicate and perform effectively in a globalised system. To address this need, higher education institutions are looking for ways to instil these skills in their students. This paper explains one promising approach using current learning principles: transnational interactive online environments in engineering education. In 2011, the TU Dortmund and the University of Virginia initiated a collaboration in which engineering students from both universities took part in one online synchronous course and worked together on global topics. This paper describes how the course was designed and discusses specific research results regarding how interactive online role-playing simulations support students in gaining the global competency skills required to actively participate in today's international workforce.

  17. The importance and possibilities of role playing on children surgery classes

    Directory of Open Access Journals (Sweden)

    Goremykin I.V.

    2014-03-01

    Full Text Available This article analyzes the first experience in the implementation into the pedagogical process of one of the methods of active training — role playing. The need for intensification of medical education process is linked primarily to the rapid increase in the volume required to provide students with information and the lack of training time. The analysis showed that the game significantly increases the level of students' knowledge, but require substantial modernization of the educational process.

  18. Play Therapy: Role in Reading Improvement.

    Science.gov (United States)

    Carmichael, Karla

    1991-01-01

    Reviews the literature concerning the role of play therapy (particularly sandplay and nondirected play therapy) in the improvement of reading. Suggests that the role of play therapy is to support the child, encourage the child, and build self-esteem thus creating the optimal learning environment for reading improvement. (RS)

  19. Teaching clinical interviewing skills using role-playing: conveying empathy to performing a suicide assessment: a primer for individual role-playing and scripted group role-playing.

    Science.gov (United States)

    Shea, Shawn Christopher; Barney, Christine

    2015-03-01

    This article provides a useful introduction to the art of role-playing in both the individual format and the group format using scripted group role-playing (SGRP). Role-playing can provide powerful learning opportunities, but to do so it must be done well. This article imparts guidance toward this goal. SGRP may greatly enhance the acquisition of critical complex interviewing skills, such as suicide assessment and uncovering domestic violence, in health care providers across all disciplines, an educational goal that has not been achievable to date. Although research is at an early stage of development, the hope represented by SGRP is tangible. Copyright © 2015 Elsevier Inc. All rights reserved.

  20. Play your part

    CERN Document Server

    Ramsey, Gaynor

    1978-01-01

    Play your part is a collection of then situations in which students have to take on the roles of particular people and express their opinions, feelings or arguments about the situation. Play your part is intended for use with advanced students of English.

  1. I Play Roles, Therefore I Am

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne Marit

    2007-01-01

    -reflecting activity is getting an increasingly growing attention from the media, and the fact that educators, teachers, and development consultants have discovered the potential inherent in role-playing, both as an idea and a strategy. In this essay, we place leisure role-playing in a broader perspective, not only...... Rollespil - i æstetisk, pædagogisk og kulturel sammenhæng (2006), which is the first Danish academic anthology on role-playing as an aesthetic, educational, and cultural phenomenon....

  2. Representation of Cultural Role-Play for Training

    Science.gov (United States)

    Santarelli, Thomas; Pepe, Aaron; Rosenzweiz, Larry; Paulus, John; Yi, Ahn Na

    2010-01-01

    The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.

  3. Integration of simulations and visualizations into classroom contexts through role playing

    Science.gov (United States)

    Moysey, S. M.

    2016-12-01

    While simulations create a novel way to engage students, the idea of numerical modeling may be overwhelming to a wide swath of students - particularly non-geoscience majors or those students early in their earth science education. Yet even for these students, simulations and visualizations remain a powerful way to explore concepts and take ownership over their learning. One approach to bring these tools into the classroom is to introduce them as a component of a larger role-playing activity. I present two specific examples of how I have done this within a general education course broadly focused on water resources sustainability. In the first example, we have created an online multi-player watershed management game where players make management decisions for their individual farms, which in turn set the parameters for a watershed-scale groundwater model that continuously runs in the background. Through the simulation students were able to influence the behavior of the environment and see feedbacks on their individual land within the game. Though the original intent was to focus student learning on the hydrologic aspects of the watershed behavior, I have found that the value of the simulation is actually in allowing students to become immersed in a way that enables deep conversations about topics ranging from environmental policy to social justice. The second example presents an overview of a role playing activity focused on a multi-party negotiation of water rights in the Klamath watershed. In this case each student takes on a different role in the negotiation (e.g., farmer, energy producer, government, environmental advocate, etc.) and is presented with a rich set of data tying environmental and economic factors to the operation of reservoirs. In this case the simulation model is very simple, i.e., a mass balance calculator that students use to predict the consequences of their management decisions. The simplicity of the simulator, however, allows for

  4. Online role-playing for faculty development.

    Science.gov (United States)

    Ladhani, Zahra; Chhatwal, Jugesh; Vyas, Rashmi; Iqbal, Mobeen; Tan, Christina; Diserens, Deborah

    2011-03-01

    There has been a rapid growth of online teaching in the past few years, yet the implementation of role-play for formal educational activities in an online setting is growing more slowly. The use of online role-playing for the development of health professions educators is virtually un-documented in the literature. In the project reported here we use role-playing as a method to motivate and increase active participation in an online web-based discussion on community-based medical education (CBME). The Foundation for Advancement of International Medical Education & Research (FAIMER(®) ) Institute hosts virtual group discussions for fellows as part of its fellowship programmes, in order to deepen their knowledge base in health professions education and research. In June 2008, a group of seven FAIMER(®) fellows and faculty members moderated an online discussion on CBME using an online role-play exercise with other fellows and faculty members. Out of a total of 102 fellows, 36 (35.3%) participated actively, which exceeded the typical percentage of list server participation. In addition, a rich discussion resulted in a comprehensive report on the goals, challenges, logistical components, role of Health Ministry policy and the possible ethical mandate of CBME in developing countries. Online role-play encouraged distributed participation among a highly diverse international group of participants, supporting the conclusion that role-playing can be used effectively with mid-career health professional faculty members in the online environment. © Blackwell Publishing Ltd 2011.

  5. Playing-related musculoskeletal disorders among icelandic music students: differences between students playing classical vs rhythmic music.

    Science.gov (United States)

    Arnason, Kári; Arnason, Arni; Briem, Kristín

    2014-06-01

    Most research studies investigating the prevalence of musculoskeletal disorders affecting musicians and music students have focused on classical music, while less is known about their prevalence in other music genres. The purpose of this study was to document cumulative and point prevalence of playing-related musculoskeletal disorders (PRMD) among music students in Iceland and, specifically, to identify differences between those studying classical vs rhythmic music. We hypothesized that students of classical music would report more frequent and more severe musculoskeletal disorders than students involved in rhythmic music, as classical instruments and composition typically require more demanding, sustained postures during practice and performance. A total of 74 students from two classical music schools (schools A and B) and 1 rhythmic school (school C) participated in the study by answering a questionnaire assessing PRMDs. The results showed that 62% of participants had, at some point in their musical career, suffered a PRMD. The cumulative prevalence was highest in music school A (71.4%) and lowest in music school C (38.9%). A statistically significant difference was identified between the cumulative prevalence of PRMD from schools A and B combined compared to music school C (p=0.019). Over 40% of participants reported a "current PRMD," and a significant difference was identified between the three schools (p=0.011), with the highest point prevalence being registered in music school A (66.6%) and the lowest in music school C (22.2%). The prevalence of PRMDs among Icelandic music students was high. The difference found between students who play classical vs rhythmic music may be explained by different demands of the instruments and composition on playing posture.

  6. Benefits of Simulation and Role-Playing to Teach Performance of Functional Assessments.

    Science.gov (United States)

    Trail Ross, Mary Ellen; Otto, Dorothy A; Stewart Helton, Anne

    The use of simulation is an innovative teaching strategy that has proven to be valuable in nursing education. This article describes the benefits of a simulation lab involving faculty role-play to teach baccalaureate nursing students how to properly assess the functional status of older adults. Details about the simulation lab, which involved functional assessments of two elderly community-dwelling residents, are presented, along with student and faculty evaluations of this teaching modality.

  7. Research and implementation of role-playing teaching mode supported by gamification

    Science.gov (United States)

    Cui, Xu; Zhang, Zhenglei; Sun, Lei

    2017-08-01

    The paper designs a Role-playing Teaching Mode Supported by Gamification to stimulate the interest of learners. In the process of creating the teaching mode, the factors of incentive factors, teaching mode and course selection are the most important factors gained by investigate and research. Then under the guidance of the three factors, a leaning framework of role-playing teaching mode which is called Gamification Learning Framework (GM1.0) is determined. In the design of GM1.0, First, collect problem cases which students interested in and select three courses which are Algorithm Design, Data Structure and Program Design. Then, extract the knowledge points of the three courses and merge into the problem cases to form game maps. Last, Learners gain a role-playing actor to join games with the support of game maps and finish selected tasks reaching a higher task level by upgrade checkpoints, experience promotions and award medals changing. After that, learners’ enthusiasm for learning can be stimulated and the innovation abilities can also be improved gradually.

  8. Can Virtual Reality Increase the Realism of Role Plays Used to Teach College Women Sexual Coercion and Rape-Resistance Skills?

    Science.gov (United States)

    Jouriles, Ernest N.; McDonald, Renee; Kullowatz, Antje; Rosenfield, David; Gomez, Gabriella S.; Cuevas, Anthony

    2009-01-01

    The present study evaluated whether virtual reality (VR) can enhance the realism of role plays designed to help college women resist sexual attacks. Sixty-two female undergraduate students were randomly assigned to either the Role Play (RP) or Virtual Role Play (VRP) conditions, which were differentiated only by the use of VR technology in the VRP…

  9. The Role Consumerism Plays in Student Learning

    Science.gov (United States)

    Harrison, Laura M.; Risler, Laura

    2015-01-01

    In nations facing austerity measures, students risk diminished quality in their higher education experiences. Universities function increasingly like corporations as they struggle to compensate for budget shortfalls caused by declining public support. As a result, students become positioned as consumers of a private commodity that exists to…

  10. Pengaruh Bimbingan Kelompok Terhadap Pemahaman Agresivitas pada Siswa Melalui Teknik Role Playing di SMA Negeri 1 Sumber Rembang

    Directory of Open Access Journals (Sweden)

    Krisna Murjiatik

    2015-04-01

    Full Text Available Tujuan penelitian ini adalah untuk mengetahui apakah layanan bimbingan kelompok dengan teknik role playing dapat berpengaruh terhadap pemahaman agresivitas siswa. Penelitian ini termasuk dalam jenis penelitian eksperimen. Desain yang digunakan adalah (quasi-experimental, serta pola eksperimen yang digunakan adalah pre-test and post-test. Teknik pengambilan sampel menggunakan purposive sampling yang berjumlah 15 siswa terdiri dari 3 siswa berkriteria rendah dan 12 siswa berkriteria sedang. Metode pengumpulan data menggunakan metode summated ratings atau lebih terkenal dengan model skala Likert yang digunakan sebelum dan sesudah pemberian bimbingan kelompok. Teknik analisis data menggunakan uji Wilcoxon. Hasil pre-test pemahaman agresivitas siswa kategori sedang (48,65 %. Setelah diberikan treatment berupa layanan bimbingan kelompok dengan teknik role palying, hasil post-test pemahaman agresivitas siswa kategori rendah (35,52 %. Hasil penelitian menunjukkan adanya pengaruh pemahaman agresivitas siswa dalam bimbingan kelompok pada siswa sebesar 13,13%. Dengan demikian pemahaman agresivitas siswa dapat dipahami melalui layanan bimbingan kelompok dengan teknik role playing. The purpose of this study was to determine whether counseling services group with role playing techniques can affect the students' understanding of aggressiveness. This research included in this type of research experiments. The design used is (quasi-experimental, as well as the experimental pattern used is the pre-test and post-test. The sampling technique used purposive sampling consisted of 15 students from low berkriteria 3 students and 12 students berkriteria being. Methods of data collection methods Summated ratings or better known as Likert scale models are used before and after the administration of group counseling. Data were analyzed using the Wilcoxon test. The pre-test students' understanding of the aggressiveness of the medium category (48.65%. After being given a

  11. Role-Playing Game Based Assessment to Fractional Concept in Second Grade Mathematics

    Science.gov (United States)

    Chiu, Fu-Yuan; Hsieh, Mei-Ling

    2017-01-01

    This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…

  12. Comparison of Classic vs. Role plays Teaching Methods on the Menstrual Hygiene Behavior of Secondary School Girls in Iran

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    R Ostovar

    2013-09-01

    Background & aim: Awareness about the different aspects of health during puberty plays an important role in the health of girls and finally on their health future pregnancy. The aim of the present study was to to compare the effect of role playing and classical training methods in the the improvement of puberty health among secondary school girls in Yasouj City, Iran. Methods: In this study, the educational need during puberty school girls in the interview was determined. The two schools girls were randomly selected (students any school-60. Next, a knowledge and attitude questionnaire and a behavior checklist related to the main puberty health problems were completed. Then one of the schools randomly was selected as educational interventions schools and other were studied as controls. After grouping the students into four groups of 15, intervention were conducted in four sessions including: role-play, question and answer, and lecture. In the control group, all number of school students received training on puberty health through a classical education (lectures. The results were subsequently compared. Data were analyzed by Student t-test paired t-test, and analysis of variance. Results: The results of this study showed that the level of knowledge, attitude and behavior related to health matters during puberty showed significant improvement in the girls before and after implementation of educational intervention through role play (p<0.05.Thus, the mean score in group role play before intervention was 2.35±1.53 and after was 3.96±1.27 , The mean performance score before intervention 6.04±2.34 and after was, 8.61±1.55, respectively, while in classical group differences were not statistically significant (p<0.05 Conclusion: In comparison with the classical method of health education, teaching through role play significantly improved the level of knowledge, attitude and practice related to puberty health among adolescent girls. Key Words: Education, Adolescent Girls

  13. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  14. Crossing the Border: Science Student Teachers Using Role-Play in Grade 7

    Science.gov (United States)

    Braund, Martin; Moodley, Trevor; Ekron, Christelle; Ahmed, Zaiboenisha

    2015-01-01

    Drama is used to build knowledge and understanding in science as part of a socio-linguistic, constructivist approach. Role-plays, where learners act as analogues for components and processes, help access abstract ideas. However, a problem restricting many science teachers using these approaches has been that they lack sufficient pedagogical…

  15. Effects of Type of Exploratory Strategy and Prior Knowledge on Middle School Students' Learning of Chemical Formulas from a 3D Role-Playing Game

    Science.gov (United States)

    Chen, Ming-Puu; Wong, Yu-Ting; Wang, Li-Chun

    2014-01-01

    The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students' performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies-RPG exploratory with worked-example and RPG exploratory without…

  16. Playing facilitator

    DEFF Research Database (Denmark)

    Houmøller, Ellen; Marchetti, Emanuela

    2015-01-01

    event called InnoEvent, addressed to students in the fields of multimedia and healthcare. Being interested in studying games and role-play as tools to support independent learning in the field of design thinking and team-building, following Dewey’s (1938) theory of learning experience, we ran two...... workshops based on two classic role-play games: The Silent Game (Brandt, 2006) and The Six Thinking Hats (de Bono, 1985). These games were created to support students in learning design thinking in groups and are assigned positive values in literature, hence we expected a smooth process. However, our...... experience was rather characterized by conflictual negotiations with the students. Data from our observations and from interviews with group representatives show that the students took a discontinuous learning path, characterised by a false start, failure, and a thorough reconsideration of their work...

  17. Playing Against the Modern World? : Role-Playing Games in Late Modernity

    OpenAIRE

    Harding, Tobias

    2010-01-01

    Playing Reality is an anthology of articles on live role-playing, a new art from where the Nordic countries are at the front edge. This book covers a wide range of topics and genres, from practical advice, historical reviews and visions of possible futures to semiotic and philosophical analysis. They Show some of the diversity of participatory arts, and will thus be of interest for anyone in the fields of art, education or performance. It wouldn't be misleading to claim that live role-playing...

  18. Do PhD supervisors play a role in bridging academic cultures?

    DEFF Research Database (Denmark)

    Elliot, Dely; Kobayashi, Sofie

    Our study reports a phenomenological investigation of ten international PhD students’ and nine supervisors’ first-hand experience of being in doctoral supervisory relationships in a Danish setting. In-depth qualitative data were gathered through face-to-face individual interviews, which explored...... differences and challenges experienced as a result of diversity with respect to their educational background and practices, particularly the pedagogic variation. In the same way that the literature suggests that educators play a crucial role in mediating such diversity in the teaching and learning contexts...... relationship (that crosses over academic and non-academic concerns) and the distinct role it plays deserves further attention. Cotterall, S. (2013). More than just a brain: emotions and the doctoral experience. Higher Education Research & Development, 1-14. Wright, T. (2003). Postgraduate research students...

  19. Penerapan Metode Role Playing Dalam Meningkatkan Motivasi Belajar Anak Usia Play Group

    Directory of Open Access Journals (Sweden)

    Dwi Anita Alfiani

    2015-06-01

    Full Text Available AbstrakSalah satu faktor penting dalam kegiatan belajar (KBM untuk anak usia play group adalah guru yang memahami berbagai macam karakterisik peserta didik dan peduli terhadap kebutuhan anak didiknya.Namun Dari hasil penelitian dan kenyataan di lapangan, menunjukkan bahwa pelaksanaan kegiatan belajar mengajar (KBM untuk anak-anak usia play group masih banyak kelemahan dan kekurangannya karenanya  guru juga harus mampu menguasai teknik dan metode dalam  mengajar B untuk anak.Anak didik pada usia play group.Dengan demikian, metode pembelajaran merupakan alat untuk menciptakan proses belajar mengajar.Subana dan Sunarti (2000 : 20 Berpendapat metode adalah rencana penyajian bahan yang menyeluruh dengan urutan yang sistematis berdasarkan approach tertentu. Jadi metode merupakan cara melaksanakan pekerjaan, sedangkan approach, dapat tumbuh beberapan metode. Role Playing adalah suatu cara penguasaan bahan-bahan pelajaran melalui pengembangan imajinasi dan penghayatan siswa. Pengembangan imajinasi dan penghayatan dilakukan siswa dengan memerankannya sebagai tokoh hidup atau benda mati. Permainan ini pada umumnya dilakukan lebih dari satu orang, hal itu bergantung kepada apa yang diperankan.Role Playing yakni memainkan peranan dari peran-peran yang sudah pasti berdasarkan kejadian terdahulu, yang dimaksudkan untuk menciptakan kembali situasi sejarah/peristiwa masa lalu, menciptakan kemungkinan-kemungkinan kejadian masa yang akan datang, menciptakan peristiwa mutakhir yang dapat diperkaya atau mengkhayal situasi pada suatu tempat dan atau waktu tertentu. berarti metode (Role Playing adalah metode pembelajaran yang di dalamnya menampakkan adanya perilaku pura-pura dari siswa yang terlihat dan atau peniruan situasi dari tokoh-tokoh sejarah sedemikian rupa. Dengan demikian  metode Bermain Peran (RolePlayingadalah metode yang melibatkan siswa untuk pura-pura memainkan peran/ tokoh yang terlibat dalam proses sejarah. Teknik ini juga digunakan untuk dapat

  20. Role Playing Game (RPG on nursing undergraduate course: educational potentials

    Directory of Open Access Journals (Sweden)

    Amanda Nathale Soares

    2016-12-01

    Full Text Available The objective of this study was to evaluate the potential of a Role Playing Game as an educational strategy in Undergraduate Nursing course, emphasizing its subjective implications in understanding aspects of the profession. This is a qualitative study, conducted through an evaluative research, of deployment analysis type. Nursing students of the 3rd period participated. The instrument to collection was Memories of Game, reports prepared by students after game sessions. The game is a non-traditional educational strategy that enabled approach to students through professional practice, active participation, self-reflection and reflection on professional practice. This strategy favored individualization processes, allowing students to experience situations similar to the nursing practice and exercise skills such as teamwork and creativity. The expansion of studies that address the subjective processes in higher education, through simulation games, can contribute to better design of health development processes.

  1. Insights from Massively Multiplayer Online Role Playing Games to Enhance Gamification in Education

    Directory of Open Access Journals (Sweden)

    Alireza Tavakkoli

    2014-08-01

    Full Text Available This paper presents the results of the study of a cohort of college graduate and undergraduate students who participated in playing a Massively Multiplayer Online Role Playing Game (MMORPG as a gameplay rich with social interaction as well as intellectual and aesthetic features. Statistically significant differences among our participants' perception, sensation seeking, and satisfaction in relation to gameplay features are investigated. Our primary objective in this investigation was to look for certain aspects of game playing and sensation seeking that attracts a group of students to engage in long term gameplay online. Results support the majority of pre-planned hypotheses and show potential important considerations to take into account when developing gamified content for educational applications. Furthermore, the limitation of the data used in this study is presented and future directions to remove the current limitation and proliferate results through qualitative research into players' in-game social interactions. We suggest that finding similarities and underlying patterns of attraction among a diverse group of students could be beneficial in designing gameplay features to enhance student participation in the learning experience and improve learning performance.

  2. On-line role-play as a teaching method in engineering studies

    Directory of Open Access Journals (Sweden)

    Adolfo Cobo

    2011-02-01

    Full Text Available We propose to adapt the role-play teaching methodology to engineering studies, trying to overcome obstacles like its exclusive association with fantasy games or its demand of social skills. We have chosen the role of a maintenance technician, a relevant job profile for engineering graduates. The interaction is based on email exchange, and the instructor is included in the simulation to guide the activity development and the achievement of the learning objectives. In this paper, our experience with this methodology, its implementation, results and student feedback are presented.

  3. Role-Play Game-Enhanced English for a Specific-Purpose Vocabulary-Acquisition Framework

    Science.gov (United States)

    Lu, Fang-Chen; Chang, Ben

    2016-01-01

    With the advantages of an engaged and authentic role-play game (RPG), this study aims to develop an RPG-enhanced English for specific purposes (ESP) vocabulary-acquisition framework, providing teachers and students a systematic way to incorporate RPG into ESP learning. The framework is composed of five parts: goal, three-level vocabulary sets, RPG…

  4. Enhancing Information Systems Auditing Knowledge with Role-Playing Game: An Experimental Investigation

    Science.gov (United States)

    Wongpinunwatana, Nitaya

    2013-01-01

    This study examined the use and effect of a role-playing game on learners' ability in information systems audit. The study is based on experimental research. Information systems control and audit case study and video had been developed. A total of 75 graduate students undertaking a Master's degree in accounting participated in the experiment. The…

  5. Impact of Changes in Playing Time on Playing-Related Musculoskeletal Pain in String Music Students.

    Science.gov (United States)

    Robitaille, Judith; Tousignant-Laflamme, Yannick; Guay, Manon

    2018-03-01

    During their training, musicians must develop good work habits that they will carry on throughout their professional career in order to avoid potential chronic health problems, such as musculoskeletal pain. The effect of sudden changes in instrument playing-time on the development of playing-related musculoskeletal pain (PRMP) has not been thoroughly investigated in music students playing bowed string instruments (BSI), even though they are regularly exposed to such changes to perfect their playing skills. To explore the association between sudden changes in instrument playing-time and changes in PRMP in BSI players. A prospective cohort study was completed with BSI students attending a summer music camp offering high-level training. Participants completed a self-administered 23-item questionnaire designed for the study upon arrival at camp (T1) and then 7 days later (T2). Ninety-three BSI students (16±4 yrs old) completed the questionnaires, for a 23% response rate. Their playing-time increased by 23±14 hrs between T1 and T2. Complaints in pain frequency (e.g., from never to most of the time) and intensity (19±24 mm on VAS) significantly increased between T1 and T2 and were correlated with an increase in playing-time. A sudden increase in playing-time, such as that experienced by elite BSI students attending an intensive music camp, was related to an increase in PRMP. However, in this study, changes in pain characteristics were only partly explained by the change in playing-time.

  6. The Many Faces of Role-Playing Games

    DEFF Research Database (Denmark)

    Hitchens, Michael; Drachen, Anders

    2009-01-01

    Role-playing games have grown and evolved into a large number of forms in the last thirty years, spanning digital as well as non-digital media. They demonstrate a wide variety in the number of participants, style of play and the formal and informal systems that govern them. Despite this diversity...... players at least seem to think they know when something is a role-playing game. Yet there is no commonly accepted definition which both captures games generally accepted as role-playing games and distinguishes them from other, similar, games which begs the question, whether roleplaying games are united...... by anything more than a colloquial name. Additionally, research involving these games is hampered by lack of a widely accepted definition of what constitutes a roleplaying game, as it is then not even possible to clearly delineate the subject of such research. In this paper various example of role-playing...

  7. Improving Chinese nursing students' communication skills by utilizing video-stimulated recall and role-play case scenarios to introduce them to the SBAR technique.

    Science.gov (United States)

    Wang, Weiwen; Liang, Zhan; Blazeck, Alice; Greene, Brian

    2015-07-01

    Effective communication among healthcare workers is critically important for patient safety and quality care. The purpose of this pilot study was to evaluate outcomes of a workshop designed to teach Chinese nursing students to use the Situation-Background-Assessment-Recommendation (SBAR) communication tool and examine their attitudes toward utilizing SBAR as a communication tool. A convenience sample of 18 master's degree nursing students at a Chinese university was introduced to SBAR through a workshop. The workshop combined the SBAR tool, video-stimulated recall and role-play case scenarios to illustrate potential positive and negative communication-related patient outcomes. Students completed a 12-item questionnaire before and after participating in the workshop. Four of the items examined the four elements of the SBAR tool (situation, background, assessment, recommendation, score range 0-20), and eight of the items evaluated students' self-perceived attitudes towards utilizing the SBAR tool in their clinical practice (score range 0-40). Pre- and post-workshop scores on the four elements of the SBAR tool demonstrate significant improvement in knowledge of SBAR (14.0±2.9 vs. 16.6±2.2, respectively; p=0.009). Pre- and post-workshop scores on the items testing students' self-perceived abilities also demonstrate significant improvement (26.9±3.5 vs. 32.6±4.5, respectively; p<0.01) in using SBAR. Total scores increased significantly from 40.9±5.0 to 49.2±5.9 (p<0.01). Moreover, 93.8% of the students agreed and strongly agreed that they would use SBAR during clinical practice. Participating in the SBAR workshop in combination with video-stimulated recall and role-play case scenarios significantly improved the Chinese nursing students' knowledge of SBAR and their self-perceived attitudes towards using SBAR tool. Future studies using a larger sample size and longer post-workshop follow-up are needed to confirm the long-term benefits of the workshop. Copyright

  8. Can virtual reality increase the realism of role plays used to teach college women sexual coercion and rape-resistance skills?

    Science.gov (United States)

    Jouriles, Ernest N; McDonald, Renee; Kullowatz, Antje; Rosenfield, David; Gomez, Gabriella S; Cuevas, Anthony

    2009-12-01

    The present study evaluated whether virtual reality (VR) can enhance the realism of role plays designed to help college women resist sexual attacks. Sixty-two female undergraduate students were randomly assigned to either the Role Play (RP) or Virtual Role Play (VRP) conditions, which were differentiated only by the use of VR technology in the VRP condition. A multimethod assessment strategy was used to evaluate the effects of VR on the experienced realism of sexually threatening role plays. Realism was assessed by participant self-reports of negative affect and perceptions of realism, direct observation of participants' verbal displays of negative affect during the role plays, and measurements of participant heart rate during the role plays. Results indicated that VR can indeed heighten the realism of sexually threatening role plays. Discussion focuses on issues regarding the use of VR-enhanced role plays for helping college women resist sexual attacks.

  9. Gender Differences in Students' Mathematics Game Playing

    Science.gov (United States)

    Lowrie, Tom; Jorgensen, Robyn

    2011-01-01

    The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10-12 years). Chi-square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of…

  10. Using Role-plays as an Empathy Education Tool for Ophthalmology Postgraduate.

    Science.gov (United States)

    Singh, Kirti; Bhattacharyya, Mainak; Veerwal, Vikas; Singh, Arshi

    2017-12-01

    To assess the role of an "empathy sensitizing module" (ESM) in ophthalmology postgraduates in promoting effective empathetic communication. Thirty-nine ophthalmology postgraduates were taught effective empathetic communication using specially designed module, comprising of five illustrative role-plays. We evaluated the impact of the training by (a) self-assessment of empathy quotient by residents using Jefferson Scale of Empathy (JSE scale) before and 6 weeks after ESM training and (b) nonparticipant observation (NPO) by trained faculty in real-life settings over the next 4 months. A peer-validated, self-designed checklist was used for NPO. The change in score was analyzed using Student's paired t -test. The faculty observed the use of empathy in real-life patient encounters of the trainees over the next 6 months. In addition, secondary qualitative data were collected and analyzed to assess the impact of the module on other stakeholders such as the role-playing undergraduate students and core faculty. Pretraining assessment revealed that concept of empathy during patient communication was understood by only 10% students. PostESM training, the self-rated mean empathy score, on JSE, significantly increased from 95.9 to 106.7 (of a maximum of 140). This was also confirmed by a significant improvement in externally rated empathy and soft skills scores (from 29.3 to 39.1; of a maximum of 55) using the NPO tool. Focus group discussion was done on the continued display of empathy by the trainees in real-life situation over 6 months of observation by the faculty. The group agreed that there was a gradual attrition of initial gain in empathy behavior over the observation period of 6 months. The spillover benefits of the training process were observed among the role-playing undergraduates as well. A thematic analysis of their reflections on the process revealed a substantial change with an improved understanding of effective communication. There is a definite scope for

  11. Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

    Science.gov (United States)

    King, Elizabeth M.

    2015-01-01

    Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…

  12. IMPROVING THE STUDENTS’ABILITY IN SPEAKING BY USING ROLE PLAYING METHOD IN THE DRAMA LESSON OF ENGLISH DEPARTMENT AT 2015/2016 ACADEMIC YEARS

    Directory of Open Access Journals (Sweden)

    Diani Syahputri

    2017-11-01

    Full Text Available This study aimed to describe the improvement of the students’ achievement in speaking by Role Playing at Drama lesson at English department at Faculty of Teacher Training and Education University of Muhammadiyah Sumatera Utara. The specific aim was how using to apply role play in studying drama and how the role play method can improve the students’ achievement in speaking. This research was used an action research that used two cycles. The subject of the study was 42 students at Academic 2015 – 2016 from English Department. The instrument of research was speaking test, questioners and observation to collect the data. Technique for collecting data was descriptive qualitative and quantitative. Technique for analyzing data was used descriptive which describe the finding of research which used some tables, frequency which was benefit to describe the achievements of the students in speaking from pre-test, and cycle 1 up to cycle 2. The finding of research was the students’ achievement in speaking were good by using Role playing which conducted one semester. Based on the data, the students’ achievements got improvement in every cycle. The students got A was 23.8 %, B/A and B 76, 1 % and there were not students got C/B and D and E. It meant the indicators of this research could achieve by using Role playing at drama lesson when we compared with conventional method. The study by using role playing is more interested than conventional method.

  13. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  14. Role-play experience facilitates reading the mind of individuals with different perception.

    Directory of Open Access Journals (Sweden)

    Fumikazu Furumi

    Full Text Available The present study examined effects of role-play experience on reading the mind of people with different perception. It is normally difficult but very important in daily life to understand people with different characteristics, including those with restricted color vision. We explored the mechanisms of reading the mind of people with different perception. Forty university students were introduced to a communication task in which the use of mindreading was essential. During each trial, participants viewed a shelf, presented on a laptop computer, which contained several familiar objects, and they were instructed to touch an object on the shelf following an instruction issued by a partner who stood at the opposite side of the shelf. There were two partners: one was a monkey with normal color vision and the other was a dog with restricted color vision. The monkey could see all the objects in the same colors as the participants, whereas the dog saw some objects in different colors (e.g., he saw as yellow objects that the participants saw as red. Participants were required to respond according to the partner's instruction. In the restricted color vision condition, the dog saw the colors of objects differently; thus, participants had to work out his intentions (i.e., mind read, according to his different perspective. In the normal color vision condition, all objects were in the same colors as those seen by the monkey. Before the test phase, the role-play group had a role-play experience in which participants assumed the role of people with restricted color vision. No-role-play participants made significantly more errors in the restricted color vision condition than in the normal color vision condition, whereas among role-play participants, there was no difference between conditions. These results suggest that role-play experience facilitates reading the mind of people with perceptual experiences different from our own.

  15. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  16. Exploring Language Awareness through Students' Engagement in Language Play

    Science.gov (United States)

    Ahn, So-Yeon

    2016-01-01

    The present study explores Korean students' demonstration of language awareness through their engagement in language play. Grounded in the understanding of the relationship between language play and an "engagement with language" (EWL) perspective, this ethnographic and discourse analytic study investigates how Korean students aged 11-15…

  17. The effect of two kinds of role playing on self-evaluation of improved assertiveness.

    Science.gov (United States)

    Kipper, D A

    1992-03-01

    The study investigated the "differential effect of role-playing enactments" hypothesis through self-evaluations of improvement in assertiveness by participants in an assertive training program. Twenty-two nonassertive Israeli students were trained in two groups: mimetic-replications (action modeling, n = 12) and spontaneous (self-produced action, n = 10) role-playing interventions. Comparisons of their scores on the Self-Expression College Scale (CSES) before and after the training showed that both groups significantly improved their self-evaluations, but the mimetic-replication group did better. In particular, this group scored significantly higher on the CSES first factor (the willingness to take risks in situations that involved other, significant persons).

  18. Role Playing Based on Multicultural for Understanding Fraction in Primary School

    Science.gov (United States)

    Aryanto, S.; Budiarti, T.; Rahmatullah, R.; Utami, S. R.; Jupri, A.

    2017-09-01

    Multicultural serve as a reference in the development of innovative mathematical learning materials and is expected to be a solution in improving the ability of students in understanding the fraction matter based on social and mathematical approach, so this study aims to determine the improvement of students’ understanding in fraction matter through role playing by integrating multicultural concepts as development learning content. Classroom Action Research conducted on 34 students in elementary school class proves that students’ understanding in fraction matter shows improvement in cycle II as much as 67% of students are able to apply the concept or formula exactly when compared with the result of cycles I of 33%. This research is expected to be the reference of teachers in developing innovative mathematical learning, let alone explicitly, this concept not only emphasizes the cognitive abilities of students, but implicitly can develop their social skills in mathematical perspective.

  19. Teachers' Role Breadth and Perceived Efficacy in Supporting Student Mental Health

    Science.gov (United States)

    Mazzer, Kelly R.; Rickwood, Debra J.

    2015-01-01

    Teachers are considered well placed to identify issues concerning students' mental health and well-being and can play a critical role in the helping process for their concerns. However, little is known about the views of teachers regarding their role in supporting student mental health and how well-equipped they feel to fulfil it. The aim of this…

  20. The Role that Socioaffective Practices Play in Third Graders’ Autonomous Learning

    Directory of Open Access Journals (Sweden)

    Jhonatan Perdomo Toro

    2011-07-01

    Full Text Available In this article we describe and analyze how autonomous learning emerges in third graders' socioaffective practices as reconstructed in written narratives. Results were obtained by analyzing and reflecting on classroom observation, interviews and written narratives done by the students which let us appreciate different behaviors and reactions the students usually went through. This study shows that children are able to recognize and reflect on the causes and consequences of situations thanks to the use of different socialization forms implemented by their parents; those forms help them become aware of their duties and homework. It also makes evident that social interaction, with family as the main contributors, plays an important role in children's development of autonomy.

  1. Table-Top Role Playing Game and Creativity

    Science.gov (United States)

    Chung, Tsui-shan

    2013-01-01

    The current study aims to observe whether individuals who engaged in table-top role playing game (TRPG) were more creative. Participants total 170 (52 TRPG players, 54 electronic role playing game (ERPG) players and 64 Non-players) aged from 19 to 63. In the current study, an online questionnaire is used, adopting the verbal subtests of…

  2. Roles of Principals in the Preparing Students to Life

    Science.gov (United States)

    Arslan, Hasan; Bingul, Murat

    2006-01-01

    This article explores the impacts of school leaders on the school curriculums of preparing students to life. Even if the school leaders and teachers are expert in their area related to the functions of the schools, it seems that schools are failing in the preparation of the students to life. The school leaders may play an important role to…

  3. TOOLS FOR COLABORATIVE LEARNING: A ROLE-PLAYING PRACTICE

    Directory of Open Access Journals (Sweden)

    Marta Ortiz-de-Urbina Criado

    2010-11-01

    Full Text Available Role-playing is an active participation tool that facilitates cooperative learning. It has also proved to be more effective in developing competencies than traditional methods. This technique is essential to make theory and practice compatible as is required in order to adapt subjects to the new education system based on the Bolonia’s agreement, especially in Social Sciences disciplines. Consequently, the objective of this paper is to show the effect and use of role-playing applied to management area. Therefore, we analyze and design the role-playing, putting it in practice in the classroom in Human Resource Management subject of different academic degrees. To conclude, this paper has shown the importance of role-playing as a learning tool and development of skills like work cooperation, problem and conflict solving, decision making, and managing complex systems.

  4. PERSONALITY AND CHARACTER PREFERENCE IN ROLE-PLAYING GAMES

    Directory of Open Access Journals (Sweden)

    Pedro José Ramos-Villagrasa

    2010-11-01

    Full Text Available In role-playing games players perform participative and episodic stories. Personality is a psychological construct associated with decision processes in many aspects of life. In this study, we analyzed if Big Five Personality Factors were related to game character preferences in the role-playing game “Dungeons & Dragons”. Results show that Personality is related only in the decision of character’s class. We also study the relationship between Personality and plots in role-playing games (action, intrigue, mystery, and personal relationships. Finally, recommendations to further investigation were given.

  5. "Try Walking in Our Shoes": Teaching Acculturation and Related Cultural Adjustment Processes through Role-Play

    Science.gov (United States)

    Zamboanga, Byron L.; Ham, Lindsay S.; Tomaso, Cara C.; Audley, Shannon; Pole, Nnamdi

    2016-01-01

    In this article, we describe several role-playing exercises on acculturation and relevant cultural adjustment processes that we incorporated into Tomcho and Foel's classroom activity on acculturation, and we report data that examine subsequent changes in students' responses on pretest and posttest measures shortly after the activity and present…

  6. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    Science.gov (United States)

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  7. Developing Adolescents' Resistance to Sexual Coercion through Role-Playing Activities in a Virtual World

    Science.gov (United States)

    McGinn, Marion; Arnedillo-Sánchez, Inmaculada

    2015-01-01

    This paper explores the use of a three dimensional virtual world (3-DVW) to delivery assertiveness training to young adolescents. The case study aims to understand how a sense of presence in VWs facilitates and affect the performance of students role-playing activities to enhance their ability to resist sexual coercion. The results indicate that a…

  8. Fostering Professional Communication Skills of Future Physicians and Teachers: Effects of E-Learning with Video Cases and Role-Play

    Science.gov (United States)

    Gartmeier, Martin; Bauer, Johannes; Fischer, Martin R.; Hoppe-Seyler, Tobias; Karsten, Gudrun; Kiessling, Claudia; Möller, Grit E.; Wiesbeck, Anne; Prenzel, Manfred

    2015-01-01

    This study investigated the effectiveness of three different versions of a training programme on physician-patient and teacher-parent conversations for medical students and student teachers. The research questions concerned the differential effects of e-learning featuring contrastive video cases, role-play including video feedback and their…

  9. When is role playing really experiential? Case studies.

    NARCIS (Netherlands)

    Boess, S.; Saakes, D.; Hummels, C.C.M.; B. Ullmer, xx; A. Schmidt, xx; E. Hornecker, xx; C. Hummels, xx; R. Jacob, xx; E. van der Hoven, xx

    2007-01-01

    This paper presents and evaluates examples from our work with role playing exercises in design, both in design education and in our own design work. Rationales for role playing in design are: communication within the design process, the increase of technological complexity, the experience and

  10. PENERAPAN METODE ROLE PLAYING PADA STANDAR KOMPETENSI MEMAHAMI KEGIATAN PELAKU EKONOMI DI MASYARAKAT MATA PELAJARAN IPS EKONOMI SEBAGAI UPAYA PENINGKATAN HASIL BELAJAR SISWA SMP 4 KUDUS

    Directory of Open Access Journals (Sweden)

    Muhamad Nukha Murtadlo

    2012-06-01

    Full Text Available Tujuan dalam penelitian tindakan kelas ini adalah:untuk mengetahui pelaksanaan pembelajaran dengan metode role playing pada standar kompetensi memahami kegiatan pelaku ekonomi di masyarakat mata pelajaran IPS ekonomi siswa kelas VIII SMP Negeri 4 Kudus dapat meningkatkan aktifitas dan hasil belajar siswa. Pengumpulan data menggunakan metode role playing. Hasil penelitian ini menunjukkan bahwa diperoleh rata-rata hasil belajar siswa pada pre-test sebesar 44 dengan ketuntasan klasikal 0%. Siklus I pertemuan pertama sebesar 69 dengan ketuntasan klasikal 34%. Rata-rata hasil belajar siswa pada siklus I pertemuan kedua sebesar 79 dengan ketuntasan klasikal 66%. Kemudian memasuki siklus II pertemuan pertama rata-rata hasil belajar siswa meningkat menjadi 80 dengan ketuntasan klasikal 71%. Siklus II pertemuan kedua rata-rata hasil belajar siswa 82 dan ketuntasan klasikal 87%. Melalui penerapan metode role playing terjadi peningkatan hasil belajar siswa kelas VIII-H SMP 4 Kudus pada mata pelajaran IPS ekonomi standar kompetensi memahami kegiatan pelaku ekonomi di masyarakat. Saran yang berkaitan dengan hasil penelitian ini yaitu: guru hendaknya membimbing siswa dalam memerankan peran agar siswa dapat secara mantap dalam bermain peran dan siswa dapat memahami alur dan makna yang terkandung dalam materi yang disampaikan. � The purpose of this class action in this study were: to know the implementation of learning with role-playing methods in the standard of competence to understand the activities of economic actors in the economic social studies class VIII students of SMP Negeri 4 Ghost can increase the activity and student learning outcomes. Data collection using role playing. The results obtained show that the average student learning outcomes in the pre-test at 44 with a classical completeness 0%. I cycle 69 with the first meeting of the classical 34% completeness. Average student learning outcomes at the second meeting I cycle at 79 with a classical

  11. Teaching Speaking Skills from Role-play to Communicative Competence via Information-gap and Opinion-gap Activities. One Teacher's Approach.

    Science.gov (United States)

    Scullard, Sue

    1986-01-01

    The task of the teacher of foreign languages is to enable the students to progress gradually from teacher/coursebook controlled utterances to complete linguistic autonomy. Role play and a progression of information-gap activities are discussed in terms of developing students' personal autonomy at each level of linguistic competence. (Author/LMO)

  12. THE IMPROVE SPEAKING ABILITY THROUGH EARLY CHILDHOOD EDUCATION 5-6 YEARS OLD THROUGH ROLE PLAY IN ANAK BANGSA KINDERGARTEN CIOMAS BOGOR

    Directory of Open Access Journals (Sweden)

    Triyaningsih Triyaningsih

    2016-05-01

    Full Text Available Abstract: This study is attempled to investigate about how improve the speaking ability through Role Play in Anak Bangsa Kindergarten Ciomas Bogor. Hypothesis tested are : there is different between the beginning assessment and the end assessment This study is conducted in TK Anak Bangsa,Ciomas Bogor on March until May in the second semester 2009/2010. this study uses the Kemmis and Mc. Taggart model of action research which consist of the four stage, those are : a planning, 2 action, 3 observation, 4 reflection . the process of collecting the data is using the techigue of interview, observation, and portofolio. the data is analysed qualitatively and quantitatively. The result of the research shoe that, the learning analysis in the first cycle to the second cycle indicated that, the learning analysis in the first cycle to the second cycle indicated that, significantly theres is increasing oof the speaking ability of student which sight out by the positive respon to speaking ability performen. the quantitave data of student outcome learning is score of speaking performance with rating scale. the student more done their speakin performence ability with higt result. The research result also concluded that 1 The Role Play can impove speaking ability for kindergarden student, 2 managing and organization the condusive class can improve the speaking ability for kindergarten student, 3 portofolio assessment system improve the speaking ability for kindergarten student, and the other result of this research is Role Play can improve the learning activity and the student outcome learning. Keyword: kindergarten, speaking ability, assessment

  13. THE IMPROVE SPEAKING ABILITY THROUGH EARLY CHILDHOOD EDUCATION 5-6 YEARS OLD THROUGH ROLE PLAY IN ANAK BANGSA KINDERGARTEN CIOMAS BOGOR

    Directory of Open Access Journals (Sweden)

    Triyaningsih Triyaningsih

    2016-05-01

    Full Text Available Abstract: This study is attempled to investigate about how improve the speaking ability through Role Play in Anak Bangsa Kindergarten Ciomas Bogor. Hypothesis tested are : there is different between the beginning assessment and the end assessment This study is conducted in TK Anak Bangsa,Ciomas Bogor on March until May  in the second semester 2009/2010. this study uses the Kemmis and Mc. Taggart model of action research which consist of the four stage, those are : a planning, 2 action, 3 observation, 4 reflection . the process of collecting the data is using the techigue of interview, observation, and portofolio. the data is analysed qualitatively and quantitatively. The result of the research shoe that, the learning analysis in the first cycle to the second cycle indicated that, the learning analysis in the first cycle to the second cycle indicated that, significantly theres is increasing oof the speaking ability of student which sight out by the positive respon to speaking ability performen. the quantitave data of student outcome learning is score of speaking performance with rating scale. the student more done their speakin performence ability  with higt result. The research result also concluded that 1 The Role Play can impove speaking ability for kindergarden student, 2 managing and organization the condusive class can improve the speaking ability for kindergarten student, 3 portofolio assessment system improve the speaking ability for kindergarten student, and the other result of this research is Role Play can improve the learning activity and the student outcome learning.  Keyword: kindergarten, speaking ability, assessment

  14. From Togetherness to Equal Partnership in Role Play.

    Science.gov (United States)

    Hannikainen, Maritta

    1998-01-01

    Explored different kinds of participation in play and development of joint role play. Observed games and play sessions of a 2-year-old girl in a day care group. Found that the girl proceeded from a feeling of togetherness in a shared space through parallel and successive play actions to reciprocity and equal exchange of play actions. (JPB)

  15. Creative Classrooms through Game-Based Role-Play Scenarios

    DEFF Research Database (Denmark)

    Gjedde, Lisa

    2014-01-01

    studies a framework that anchors the curriculum in game-based role-play scenarios and offers affordances for the learners to immerse themselves in the multiple perspectives of the roles. In this way of introducing problem based learning in immersive narrative environments, the learners are provided......-based role-play scenarios as a learning tool that can integrate the curriculum in meaningful context, and how it has impacted on the interaction and creative learning experiences in the class....

  16. Experiencing Emotion across a Semester-Long Family Role-Play and Reflecting Team: Implications for Counselor Development

    Science.gov (United States)

    Harrawood, Laura K.; Parmanand, Shawn; Wilde, Brandon J.

    2011-01-01

    The use of role-play and reflecting teams have been established as acceptable practices in the education of counselors-in-training. However, the current counseling literature does not identify the range of emotion experienced by students, as they participate in experiential activities. This manuscript identifies the emotions experienced by…

  17. Drama and Role Playing in Teaching Practice: The Role of Group Works

    Science.gov (United States)

    Çerkez, Yagmur; Altinay, Zehra; Altinay, Fahriye; Bashirova, Elnara

    2012-01-01

    The research study aims to explore the essence of group work in drama and role playing for teaching practice inline with the nature of collaborative learning process. This research study has qualitative nature by capturing experiences of volunteer ninety pre-service teachers about group works, gained skills from drama and role playing in their…

  18. Designing and Evaluating an Online Role Play in Conflict Management

    Science.gov (United States)

    Hrastinski, Stefan; Watson, Jason

    2009-01-01

    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…

  19. Play Memories and Place Identity.

    Science.gov (United States)

    Sandberg, Anette

    2003-01-01

    This retrospective study examined play memories from childhood to adulthood of 478 university students between ages 20 and 62 as exhibited in drawings of play memories and questionnaire responses. The study focused on the role of the physical environment and place identity in play memories and individual identity development. Findings showed that…

  20. Exploring the Behavioral Patterns of Learners in an Educational Massively Multiple Online Role-Playing Game (MMORPG)

    Science.gov (United States)

    Hou, Huei-Tse

    2012-01-01

    Massively multiple online role-playing games (MMORPGs) are very popular among students. Educational MMORPGs, however, are very rare, as are studies on gamers' behavioral patterns during such games. The current study is an empirical observation and analysis of the behavioral patterns of 100 gamers participating in an educational MMORPG called…

  1. The Role Of Playing Online Games In Teen’s Developing English Vocabulary

    OpenAIRE

    Ambarita, Ridho Vandi H

    2016-01-01

    This Thesis entitled "The Role of playing Online Games in Teens' Developing Vocabulary" This is a study of the influence of online gaming in the development of English vocabulary teenagers. This study using qualitative methods. Miles and Huberman (1994) defined the way of qualitative research was to find the meaning of data based on the goals stated by the researcher. This study is held in the SMP Neg. 45 Medan and some of his students became participant. Data from this study are the words co...

  2. At-risk students and the role of implicit theories of intelligence in educational professionals’ actions

    NARCIS (Netherlands)

    Tiekstra, Marlous; Minnaert, Alexander

    2017-01-01

    Implicit theories of intelligence play a role in teacher's actions. Adaptive instruction in and out of the classroom is important to optimize learning processes, especially in the case of at-risk students. This study explored to what extent implicit theories of intelligence play a role in the

  3. The Instructional Design of Case Method Combined With Role-Playing in the Soil and Groundwater Training Courses

    Directory of Open Access Journals (Sweden)

    Mei-Yin Hwa

    2013-12-01

    Full Text Available Almost all environmental problems are caused by human. Besides being good at environmental engineering theory and technology, to enhance the ability to solve environmental problems, the environmental practitioners need a closer understanding of the stance of different stakeholders. This study is an instructional design combining both "case method" and "role-playing" into the “Soil and Groundwater Talent Training Courses” in Taipei. The curriculum is based on the hexavalent chromium pollution case in Yunlin County. Each group of students is encouraged to play four roles, inculding leather factory owners, farmers, environmental officials, and soil testing professionals. Each group of students has to propose solution strategies after discussion and consultation. The study adopts a single group posttest design. The qualitative data were analyzed using content analysis. The quantitative data were analyzed through proportion and Pearson correlation. Results were as follows: (1 The solution strategies identified by the students include: “mutual communication”, “consensus-building”, and “the formation of an environmental committee". (2 More than 80% of students were satisfied with the instruction, and they found it helpful in terms of knowledge and skills in doing surveying. A moderate positive correlation exists between students’ participation and learning satisfaction. A reflection concerning this instruction design along with some recommendations are provided.

  4. Comparing Video Modeling and Graduated Guidance Together and Video Modeling Alone for Teaching Role Playing Skills to Children with Autism

    Science.gov (United States)

    Akmanoglu, Nurgul; Yanardag, Mehmet; Batu, E. Sema

    2014-01-01

    Teaching play skills is important for children with autism. The purpose of the present study was to compare effectiveness and efficiency of providing video modeling and graduated guidance together and video modeling alone for teaching role playing skills to children with autism. The study was conducted with four students. The study was conducted…

  5. Approaches to and Treatment Strategies for Playing-Related Pain Problems Among Czech Instrumental Music Students: An Epidemiological Study.

    Science.gov (United States)

    Ioannou, Christos I; Altenmüller, Eckart

    2015-09-01

    The current study examined the severity of playing-related pain (PRP) problems among music students at the Prague State Conservatoire, as well as the various treatment methods used by these students and how they approach and deal with these phenomena while studying. In total, 180 instrumental students participated and completed a paper questionnaire. Of these, 88.9% reported that they had experienced PRP at least once in their lives, with 12.6% experiencing pain every time they play. The onset of PRP seemed to coincide with the transition period on entry to the conservatoire and was associated with the increase in hours of practice. Specific body regions associated with playing each particular instrument were most frequently affected, with females being more susceptible than males to the development of PRP. An alarming 35% of the affected students tended not to seek help at all, whereas those who did tended to seek advice first from their instrument tutor and second from medical doctors. Most students who visited doctors reported that medical treatments only partially helped them to overcome PRP problems. The most frequent treatment methods used were resting, gel or creams, and physical exercises. Students believed that inappropriate posture played a key role in the development of their PRP problems. Finally, students indicated a willingness to be aware of and educated about PRP issues during their studies. Further exploration of PRP problems among student musicians is warranted. Better understanding of differing attitudes toward, use of, and efficiency of various treatment methods after the occurrence of PRPs will provide additional insight for prevention and treatment.

  6. Serious Simulation Role-Playing Games for Transformative Climate Change Education: "World Climate" and "Future Climate"

    Science.gov (United States)

    Rooney-Varga, J. N.; Sterman, J.; Sawin, E.; Jones, A.; Merhi, H.; Hunt, C.

    2012-12-01

    Climate change, its mitigation, and adaption to its impacts are among the greatest challenges of our times. Despite the importance of societal decisions in determining climate change outcomes, flawed mental models about climate change remain widespread, are often deeply entrenched, and present significant barriers to understanding and decision-making around climate change. Here, we describe two simulation role-playing games that combine active, affective, and analytical learning to enable shifts of deeply held conceptions about climate change. The games, World Climate and Future Climate, use a state-of-the-art decision support simulation, C-ROADS (Climate Rapid Overview and Decision Support) to provide users with immediate feedback on the outcomes of their mitigation strategies at the national level, including global greenhouse gas (GHG) emissions and concentrations, mean temperature changes, sea level rise, and ocean acidification. C-ROADS outcomes are consistent with the atmosphere-ocean general circulation models (AOGCMS), such as those used by the IPCC, but runs in less than one second on ordinary laptops, providing immediate feedback to participants on the consequences of their proposed policies. Both World Climate and Future Climate role-playing games provide immersive, situated learning experiences that motivate active engagement with climate science and policy. In World Climate, participants play the role of United Nations climate treaty negotiators. Participant emissions reductions proposals are continually assessed through interactive exploration of the best available science through C-ROADS. Future Climate focuses on time delays in the climate and energy systems. Participants play the roles of three generations: today's policymakers, today's youth, and 'just born.' The game unfolds in three rounds 25 simulated years apart. In the first round, only today's policymakers make decisions; In the next round, the young become the policymakers and inherit the

  7. [Development of clinical trial education program for pharmaceutical science students through small group discussion and role-playing using protocol].

    Science.gov (United States)

    Imakyure, Osamu; Shuto, Hideki; Nishikawa, Fumi; Hagiwara, Yoshifuka; Inoue, Sachiko; Koyanagi, Taeko; Hirakawa, Masaaki; Kataoka, Yasufumi

    2010-08-01

    The acquirement of basic knowledge of clinical trials and professional attitude in their practices is a general instructional objective in the Model Core Curriculum for Pharmaceutical Education. Unfortunately, the previous program of clinical trial education was not effective in the acquirement of a professional attitude in their practices. Then, we developed the new clinical trial education program using protocol through small group discussion (SGD) and roll-playing. Our program consists of 7 steps of practical training. In step 1, the students find some problems after presentation of the protocol including case and prescription. In step 2, they analyse the extracted problems and share the information obtained in SGD. In steps 3 and 5, five clinical case scenarios are presented to the students and they discuss which case is suitable for entry to the clinical trial or which case corresponds to the discontinuance criteria in the present designed protocol. In steps 4 and 6, the roll-playing is performed by teachers and students as doctors and clinical research coordinators (CRC) respectively. Further, we conducted a trial practice based on this program for the students. In the student's self-evaluation into five grades, the average score of the skill acquisition level in each step was 3.8-4.7 grade. Our clinical trial education program could be effective in educating the candidates for CRC or clinical pharmacists.

  8. Role Play in Blended Learning: A Case Study Exploring the Impact of Story and Other Elements

    Science.gov (United States)

    Dracup, Mary

    2008-01-01

    Role play is an increasingly popular technique in tertiary education, being student centred, constructivist and suitable for a range of subject areas. The choice of formats is wide open, with options ranging from the traditional face to face performance through to multi-user online computer games. Some teachers prefer to take advantage of features…

  9. Rhythmic Reading and Role-Playing

    Science.gov (United States)

    Lombarbdo, Mary A.

    2005-01-01

    Children listen, act out and recite nursery rhymes and thus learn about rhyming words, absorb the rhythm of English language, and begin to develop speech sound awareness in an interactive and fun way, which can further enhance reading achievement. Encouraging children to dramatize the rhymes leads to role plays which uses basic vocabulary sight…

  10. The Role of Play in Children’s Palliative Care

    Directory of Open Access Journals (Sweden)

    Sue Boucher

    2014-10-01

    Full Text Available Play is the universal language of childhood and the time and opportunity to play is every child’s right. The role of play as a vehicle for communication, a tool for distraction and its value in the holistic development of a normal child is without dispute. The role and value of play increase proportionately when a child is made more vulnerable through illness or disability. Despite this, providing time and opportunities to play can be overlooked or considered to be of little importance or relevance when the focus of the adult carers is the amelioration of clinical symptoms of the illness and on lessening the psychological impact the illness may have on the child. This paper outlines the role and the value of play as an integral component in the provision of palliative care for children with chronic, life-threatening and life-limiting conditions. It will show how providing appropriate equipment, sufficient time and relevant play opportunities not only improves the very sick child’s psychological wellbeing, but also allows the child to cast aside the confines and restrictions imposed upon them by their illness and for a few golden moments to be nothing more than a child at play.

  11. Learning through role-playing games: an approach for active learning and teaching

    Directory of Open Access Journals (Sweden)

    Marco Antonio Ferreira Randi

    Full Text Available This study evaluates the use of role-playing games (RPGs as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group or a lecture (lecture-based group on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later, the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.

  12. Context dependence of students' views about the role of equations in understanding biology.

    Science.gov (United States)

    Watkins, Jessica; Elby, Andrew

    2013-06-01

    Students' epistemological views about biology--their ideas about what "counts" as learning and understanding biology--play a role in how they approach their courses and respond to reforms. As introductory biology courses incorporate more physics and quantitative reasoning, student attitudes about the role of equations in biology become especially relevant. However, as documented in research in physics education, students' epistemologies are not always stable and fixed entities; they can be dynamic and context-dependent. In this paper, we examine an interview with an introductory student in which she discusses the use of equations in her reformed biology course. In one part of the interview, she expresses what sounds like an entrenched negative stance toward the role equations can play in understanding biology. However, later in the interview, when discussing a different biology topic, she takes a more positive stance toward the value of equations. These results highlight how a given student can have diverse ways of thinking about the value of bringing physics and math into biology. By highlighting how attitudes can shift in response to different tasks, instructional environments, and contextual cues, we emphasize the need to attend to these factors, rather than treating students' beliefs as fixed and stable.

  13. Predicting The Outcome of Marketing Negotiations: Role-Playing versus Unaided Opinions

    OpenAIRE

    JS Armstrong; Philip D. Hutcherson

    2005-01-01

    Role -playing and unaided opinions were used to forecast the outcome of three negotiations. Consistent with prior re search, role-playing yielded more accurate predictions. In two studies on marketing negotiations, the predictions based on role-playing were correct for 53% of the predictions while unaided opinions were correct for only 7% (p

  14. Is it play? Towards a reconceptualisation of role-play from an activity theory perspective.

    NARCIS (Netherlands)

    van Oers, B.

    2013-01-01

    This article proposes a reconceptualisation of role play on the basis of the Cultural-Historical theory (Vygotskij -Leont'ev - El'konin). The theory conceives of play as a specific mode of activity defined by a format that includes three basic parameters (rules, degrees of freedom and involvement).

  15. Playing-related musculoskeletal disorders in music students-associated musculoskeletal signs.

    Science.gov (United States)

    Steinmetz, A; Möller, H; Seidel, W; Rigotti, T

    2012-12-01

    Pain and overuse are common problems for musicians. Up to 80% of professional musicians suffer from playing-related musculoskeletal disorders (PRMD). The prevalence rate in music students is very high as well. Sufficient data on the underlying musculoskeletal dysfunctions however is scarce. Additionally, the self-assessment of health in musicians seems to differ compared to non-musicians, which might influence their attitudes concerning preventive strategies. Evaluation of frequency of PRMD in music students, investigation of signs and symptoms in music students compared to non-music controls, comparison of self-reported health and well-being between the two groups. Prospective, cross-sectional, case control, non-randomized. Other (University volunteers). Music students in comparison to a non-music control group. Musculoskeletal examination and questionnaire of 36 volunteers of a music university and 19 volunteer students of an university of education were analyzed. The total number of musculoskeletal dysfunctions and differences between the student groups were examined. The personal pain and health self-rating were compared between music and non-music students. Eighty one percent of musicians experienced PRMD. Musicians experienced 6.19 pain regions on average compared to 4.31 of non-musicians. Musicians experiencing PRMD reported significantly (PMusic students presented with nearly the double amount (8.39 versus 4.37) of musculoskeletal dysfunctions per person compared to the non-music control group. Nevertheless, musicians significantly (P<0.05) rated their health more positively than the controls. Musicians presented with more pain regions and a higher amount of musculoskeletal dysfunctions. Further studies evaluating the clinical relevance and their role in the development of PRMD are warranted. Screening of musicians for musculoskeletal dysfunction may identify those musicians at increased risk. Early treatment may prevent PRMD in musicians. Additional

  16. Game Play Participation of Amotivated Students during Sport Education

    Science.gov (United States)

    Wallhead, Tristan L.; Garn, Alex C.; Vidoni, Carla; Youngberg, Charli

    2013-01-01

    Sport Education has embedded pedagogical strategies proposed to reduce the prevalence of amotivation in physical education. The purpose of this study was to provide an examination of the game play participation rates of amotivated students within a Sport Education season. A sample of 395 high school students participated in a season of team…

  17. Playing With Conflict: Teaching Conflict Resolution through Simulations and Games

    Science.gov (United States)

    Powers, Richard B.; Kirkpatrick, Kat

    2013-01-01

    Playing With Conflict is a weekend course for graduate students in Portland State University's Conflict Resolution program and undergraduates in all majors. Students participate in simulations, games, and experiential exercises to learn and practice conflict resolution skills. Graduate students create a guided role-play of a conflict. In addition…

  18. Role-Play Preceded by Fieldwork in the Teaching of Pharmacology: from “Raw Sap” to “Elaborated Sap”

    Directory of Open Access Journals (Sweden)

    Daniel Riani Gotardelo

    Full Text Available ABSTRACT Background: The task of teaching abilities, attitudes and knowledge, which can sometimes be complex, related to the safe and efficient use of medications, stands as a great challenge faced by medical schools nowadays. The role of the prescriber, therefore, who promotes the rational use of medication at undergraduate level gains importance in professional training, with a direct impact on public healthcare. In this context, the implementation of teaching methods that allow an active, critical and reflexive medical training for students is desirable in order to enable them to develop the skills required to manage the main pharmacological classes used by the general practitioner. We intend to describe and analyze role-play preceded by fieldwork as an educational strategy. Methods: Following the fieldwork regarding the utilization of the main pharmacological classes used in primary healthcare, 5-6 groups of students prepared scripts and staged role-plays involving practical aspects of pharmacokinetics, pharmacodynamics, side effects, and potential drug interactions regarding the main drug types. The intervention was assessed using students’ responses to questionnaires coupled with Likert scales, the Dundee Ready Education Environment Measure (DREMM and semi-structured interviews. There was a correlation between participation in teaching practice and performance in multiple-choice questions in the final course evaluation. Results: All students felt involved and motivated in the activity. 78.5% strongly agreed and 19% partially agreed that the method allowed reflection on knowledge, abilities and attitude, all important to professional practice regarding rational therapeutic prescribing. The DREMM revealed a score of 129.23, consistent with a more positive learning environment in a reliable sample (Cronbach's alpha=0.86. Analysis of the open interviews allowed us to infer that the students considered the method efficient, dynamic, fun, and

  19. Language and Play in Students with Multiple Disabilities and Visual Impairments or Deaf-Blindness

    Science.gov (United States)

    Pizzo, Lianna; Bruce, Susan M.

    2010-01-01

    This article investigates the relationships between play and language development in students with multiple disabilities and visual impairments or deaf-blindness. The findings indicate that students with higher levels of communication demonstrate more advanced play skills and that the use of play-based assessment and exposure to symbolic play are…

  20. College Coursework on Children's Play and Future Early Childhood Educators' Intended Practices: The Mediating Influence of Perceptions of Play

    Science.gov (United States)

    Jung, Eunjoo; Jin, Bora

    2015-01-01

    Research on the role of play coursework in future professionals' integration of play in education is essential in the colleges where future professionals are trained. However, the literature on this topic is very thin. It remains unclear whether college coursework on children's play is related to students' intentions to integrate play in early…

  1. Educational role-play: moving beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    This paper presents a controversial approach to innovating educational role-play. It is argued that we should stop thinking games as an entertaining mean for facilitating participation, and instead try to see games as a content provider and feedback mechanism. A theoretical model is presented...

  2. Apprenticeship in Scholarly Publishing: A Student Perspective on Doctoral Supervisors’ Roles

    Directory of Open Access Journals (Sweden)

    Jun Lei

    2015-02-01

    Full Text Available Although a large body of literature has suggested that doctoral supervisors play an important role in their students’ attempts at scholarly publishing, few studies have focused specifically on what roles they play. This study sought to address this gap by zooming in on the various roles a group of Chinese doctoral students found their supervisors playing in their scholarly publishing endeavors. Our analysis revealed four important roles played by the supervisors: ‘prey’ searchers, managers, manuscript correctors and masters. The results showed that the supervisors not only facilitated the doctoral students’ publishing output, but also fostered their apprenticeship in scholarly publishing and the academic community. However, the results also unveiled a general unavailability of sorely-needed detailed and specific guidance on students’ early publishing attempts and some supervisors’ limited ability to correct students’ English manuscripts. These findings underscore the important contributions doctoral supervisors can make to their students’ academic socialization. They also suggest a need for external editorial assistance with doctoral students’ English manuscripts and ample opportunities for their scaffolded initiation into the tacit conventions and practices of scholarly publishing.

  3. Will Undergraduate Students Play Games to Learn How to Conduct Library Research?

    Science.gov (United States)

    Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert

    2009-01-01

    This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)

  4. Playing-Related Health Problems Among Instrumental Music Students at a University in Malaysia.

    Science.gov (United States)

    Lonsdale, Karen; Boon, Ong Kuan

    2016-09-01

    Musicians from a wide range of backgrounds experience playing-related health problems including musculoskeletal disorders, hearing loss, and performance anxiety. Few studies have focused specifically on the health concerns of musicians in Malaysia. This study aimed to investigate playing-related health problems among student musicians at a university in Malaysia as well as their knowledge and awareness of playing-related health problems. Instrumental music students enrolled in undergraduate and post-graduate university music courses (n=98) participated in a self-report online survey which addressed aspects such as educational background, playing experience, knowledge and awareness of musicians' health issues, history of physical problems, lifestyle factors, and prevention and management strategies. Of the total participants, 28.9% reported that they were currently experiencing playing-related pain in a body part, and 46.4% had experienced playing-related pain at some time. More than half (56.7%) felt that they have not received enough information or advice on playing-related health during their current studies. Musicians who experienced playing-related pain, tension, and discomfort reported the main problem sites to be the fingers and hands, arms, neck, and shoulders. The study results demonstrate that Malaysian university music students are affected by similar types of playing-related physical problems as their counterparts around the world. A greater awareness and knowledge of injury prevention and management strategies is needed so that these music students can sustain healthy playing careers.

  5. An innovative strategy in evaluation: using a student engagement framework to evaluate a role-based simulation.

    Science.gov (United States)

    Smith, Morgan; Warland, Jane; Smith, Colleen

    2012-03-01

    Online role-play has the potential to actively engage students in authentic learning experiences and help develop their clinical reasoning skills. However, evaluation of student learning for this kind of simulation focuses mainly on the content and outcome of learning, rather than on the process of learning through student engagement. This article reports on the use of a student engagement framework to evaluate an online role-play offered as part of a course in Bachelor of Nursing and Bachelor of Midwifery programs. Instruments that measure student engagement to date have targeted large numbers of students at program and institutional levels, rather than at the level of a specific learning activity. Although the framework produced some useful findings for evaluation purposes, further refinement of the questions is required to be certain that deep learning results from the engagement that occurs with course-level learning initiatives. Copyright 2012, SLACK Incorporated.

  6. Let's Make a Movie: Investigating Pre-Service Teachers' Reflections on Using Video Recorded Role Playing Cases in Turkey

    Science.gov (United States)

    Koc, Mustafa

    2011-01-01

    This study examined the potential consequences of using student-filmed video cases in the study of classroom management in teacher education. Pre-service teachers in groups were engaged in video-recorded role playing to simulate classroom memoirs. Each group shared their video cases and interpretations in a class presentation. Qualitative data…

  7. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    NARCIS (Netherlands)

    Kuss, D.J.; Louws, J.; Wiers, R.W.

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of

  8. Transferring Psycho-pedagogical Role-Play in Digital Environments: Tools and Experiences

    OpenAIRE

    Dell'Aquila, Elena

    2013-01-01

    Since its origins, role-play technique has been adapted and applied in various ways to different settings and contexts, and for different purposes. It is used in many disciplines, such as psychology, organizational change, sociology and pedagogy. Psychodrama, sociodrama and simulation settings represent different implementations of role-play, which have been exploited in psychotherapy, education, business, organizational and training contexts. Role-play has been extensively recognised as a po...

  9. Sustainability and Science Learning: Perceptions from 8th Grade Students Involved with a Role Playing Activity

    Science.gov (United States)

    Freire, Sofia; Baptista, Mónica; Freire, Ana

    2016-01-01

    Raising awareness about sustainability is an urgent need and as such education for sustainability has gained relevancy for the last decades. It is acknowledged that science education can work as an important context for educating for sustainability. The goal of the present paper is to describe a role-playing activity about the construction of a…

  10. In Their Voice: Lower Secondary School Students' Beliefs about Playing Musical Instruments, and the Impact of the Instrument Lesson upon Those Beliefs

    Science.gov (United States)

    Lowe, Geoffrey

    2010-01-01

    Many young West Australians learn musical instruments through school based elective programs. However, many students drop out from these programs, particularly in lower secondary school. This paper reports on a study I conducted into the motives of 48 lower secondary school students for playing a musical instrument, and the role of the instrument…

  11. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    Science.gov (United States)

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  12. The Use of Role Play in the Training of Hypnotherapy.

    Science.gov (United States)

    Sanders, Shirley

    A model has been developed for using role play in the supervision and training of hypnotherapy. Specific techniques can be role played by trainee and supervisor which can enable the trainee to develop skill and confidence in the use of hypnotic techniques. Hypnotic induction, listening, observing and providing feedback, relaxation,…

  13. Using dramatic role-play to develop emotional aptitude

    Directory of Open Access Journals (Sweden)

    Russell Dinapoli

    2009-12-01

    Full Text Available As university educators, we need to prepare students for the transition from the information age to what Daniel H. Pink (2005 calls the conceptual age, which is governed by artistry, empathy and emotion, by including in the curricula activities that stimulate both hemispheres of the brain. This can be done by promoting activities that energize what Daniel Goleman (1995 refers to as emotional intelligence, and it further maintains that, as Paul Ekman (2003 suggests, the ability to detect feelings improves communication. Recognizing the need to include in the curricula procedures that help develop students’ right brain aptitudes and enhance their communication skills, I have endeavoured to introduce dramatic scene study as a sustained activity in my English for Specific Purposes courses at the Universidad de Valencia. My aim was to energize the students’ creative and emotional aptitudes, as well as to dynamize effective teamwork. This article sustains that dramatic role-play, based on scripted scene study and related improvisational activities, is one way of achieving this.

  14. Sexually dimorphic role for vasopressin in the development of social play

    Directory of Open Access Journals (Sweden)

    Matthew J. Paul

    2014-02-01

    Full Text Available Despite the well-established role of vasopressin (AVP in adult social behavior, its role in social development is relatively unexplored. In this paper, we focus on the most prominent social behavior of juvenile rats, social play. Previous pharmacological experiments in our laboratory suggested that AVP regulates play in a sex- and brain region-specific manner in juvenile rats. Here we investigate the role of specific AVP systems in the emergence of social play. We first characterize the development of play in male and female Wistar rats and then ask whether the development of AVP mRNA expression correlates with the emergence of play. Unexpectedly, play emerged more rapidly in weanling-aged females than in males, resulting in a sex difference opposite of that typically reported for older, juvenile rats. AVP mRNA and play were correlated in males only, with a negative correlation in the bed nucleus of the stria terminalis and a positive correlation in the paraventricular nucleus of the hypothalamus. These findings support the hypothesis that AVP acts differentially on multiple systems in a sex-specific manner to regulate social play and suggest a role for PVN and BNST AVP systems in the development of play. Differential neuropeptide regulation of male and female social development may underlie well-documented sex differences in incidence, progression, and symptom severity of behavioral disorders during development.

  15. "Don't Take Our Voices Away": A Role Play on the Indigenous Peoples' Global Summit on Climate Change

    Science.gov (United States)

    O'Neill, Julie Treick; Swinehart, Tim

    2010-01-01

    The Indigenous Peoples' Climate Summit role play grew out of the Portland Area Rethinking Schools Earth in Crisis Curriculum Workgroup and the Oregon Writing Project. It was designed to introduce students to the broad injustice of the climate crisis and to familiarize them with some of the specific issues faced by different indigenous groups…

  16. The function of game and role playing in adult education

    OpenAIRE

    Žáková, Zuzana

    2009-01-01

    The subjects of this work are game, role and role playing in upbringing, education and training, and in personnel practice. The work uses knowledge of pedagogy, psychology and sociology, and focuses on social interaction and personality development. It introduces basic educational, training and therapeutic methods and procedures, including methods in the field of adult education, where the core of these methods lies in playing roles. It presents brief characteristics of individual methods, in...

  17. Role Playing: Applications in Hostage and Crisis Negotiation Skills Training

    Science.gov (United States)

    Van Hasselt, Vincent B.; Romano, Stephen J.; Vecchi, Gregory M.

    2008-01-01

    Role playing has been a mainstay of behavioral assessment for decades. In recent years, however, this analogue strategy has also enjoyed widespread application in the field of law enforcement. Most notably, role-play procedures have become an integral component of assessment and training efforts in hostage and crisis negotiation, which attempts to…

  18. The Role of Environmental Education in Increasing the Awareness of Primary School Students and Reducing Environmental Risks

    Directory of Open Access Journals (Sweden)

    Mohsen Hesami Arani

    2016-06-01

    Conclusion: Schools environmental management plays an important role in preparing students for environmental education that the results of this study showed a significant relationship between education and promotion of students' environmental awareness.

  19. [Observation of the effects of warming-up and role-playing in psychodrama in terms of mood rating].

    Science.gov (United States)

    Kawai, S

    1993-04-01

    The purpose is to make an appropriate list of terms that describe person's moment-to-moment changes in moods during psychodrama sessions. Seventy nurse students participated in a series of psychodrama sessions, consisting of a session of warming-up and two sessions of role playing. They rated their moods at the beginning of the sessions and after each session, on a five-point scale for each of the 55 terms, which were supposed to cover all kinds of moods during psychodrama sessions. After analyzing variations (using factor analyses) of subjects' ratings, three factors were found to be sufficient for describing their moods, and the terms in the list were eventually reduced to sixteen. Changes of moods analyzed through the ratings of sixteen scales were related significantly with subjects' performances of warming-up and role playing.

  20. The role of learning environment on high school chemistry students' motivation and self-regulatory processes

    Science.gov (United States)

    Judd, Jeffrey S.

    Changes to the global workforce and technological advancements require graduating high school students to be more autonomous, self-directed, and critical in their thinking. To reflect societal changes, current educational reform has focused on developing more problem-based, collaborative, and student-centered classrooms to promote effective self-regulatory learning strategies, with the goal of helping students adapt to future learning situations and become life-long learners. This study identifies key features that may characterize these "powerful learning environments", which I term "high self-regulating learning environments" for ease of discussion, and examine the environment's role on students' motivation and self-regulatory processes. Using direct observation, surveys, and formal and informal interviews, I identified perceptions, motivations, and self-regulatory strategies of 67 students in my high school chemistry classes as they completed academic tasks in both high and low self-regulating learning environments. With social cognitive theory as a theoretical framework, I then examined how students' beliefs and processes changed after they moved from low to a high self-regulating learning environment. Analyses revealed that key features such as task meaning, utility, complexity, and control appeared to play a role in promoting positive changes in students' motivation and self-regulation. As embedded cases, I also included four students identified as high self-regulating, and four students identified as low self-regulating to examine whether the key features of high and low self-regulating learning environments played a similar role in both groups. Analysis of findings indicates that key features did play a significant role in promoting positive changes in both groups, with high self-regulating students' motivation and self-regulatory strategies generally remaining higher than the low self-regulating students; this was the case in both environments. Findings

  1. Chronic Student Absenteeism: The Critical Role of School Nurses.

    Science.gov (United States)

    Jacobsen, Kathleen; Meeder, Linda; Voskuil, Vicki R

    2016-05-01

    Routine school attendance is necessary for youth to develop into well-educated, successful adult citizens who will make significant contributions to society. Yet over 5 million students in the United States are chronically absent missing more than 10% of school in a year. The growing problem of chronic absenteeism among youth can be linked to increases in chronic health conditions in childhood such as allergies, asthma, diabetes, and obesity. School nurses are in an ideal position to play a vital role in reducing chronic student absenteeism, enabling youth to achieve their maximum learning potential. However, the role of the school nurse has not historically been recognized as a key factor for assisting youth to be present and regularly engaged in school. This feature article highlights a hospital-funded school nurse program within the state of Michigan that has reduced chronic absenteeism rates by placing school nurses into schools where previously there were none. The program implemented a number of initiatives that were instrumental in increasing the health and safety of students and provides a unique "before and after" glimpse of how school nursing reduces chronic student absenteeism rates and validates the essential role of the nurse within the educational system. © 2016 The Author(s).

  2. Psychodrama: group psychotherapy through role playing.

    Science.gov (United States)

    Kipper, D A

    1992-10-01

    The theory and the therapeutic procedure of classical psychodrama are described along with brief illustrations. Classical psychodrama and sociodrama stemmed from role theory, enactments, "tele," the reciprocity of choices, and the theory of spontaneity-robopathy and creativity. The discussion focuses on key concepts such as the therapeutic team, the structure of the session, transference and reality, countertransference, the here-and-now and the encounter, the group-as-a-whole, resistance and difficult clients, and affect and cognition. Also described are the neoclassical approaches of psychodrama, action methods, and clinical role playing, and the significance of the concept of behavioral simulation in group psychotherapy.

  3. ROL-PLAYING AND GENDER ROLES JUEGOS DE ROL Y ROLES DE GÉNERO

    Directory of Open Access Journals (Sweden)

    Juan Ramón Carbó García

    2010-11-01

    Full Text Available This paper focuses on the role playing games evolution from the Gender perspective. The authors analyze the evolution of the role playing games and the progressive incorporation of women to this form of games.El artículo analiza la evolución de los juegos de rol desde la perspectiva de los estudios de género. Los autores analizan la evolución de los juegos de rol y la incorporación progresiva de las mujeres a esta forma de ocio.

  4. Widening Income Inequalities: Higher Education's Role in Serving Low Income Students

    Science.gov (United States)

    Dalton, Jon C.; Crosby, Pamela C.

    2015-01-01

    Many scholars argue that America is becoming a dangerously divided nation because of increasing inequality, especially in income distribution. This article examines the problem of widening income inequality with particular focus on the role that colleges and universities and their student affairs organizations play in serving low income students…

  5. Epoxy adhesive plays crucial role at CERN

    CERN Multimedia

    2007-01-01

    "Epoxy adhesives are set to play a vital role in Europe's biggest-ever scientific experiment at the European Centrefor Nuclear Research (CERN) in Geneva, Switzerland, thereby helping scientists gain a better understanding of the origins of the universe." (1/2 page)

  6. Epoxy adhesive plays crucial role at CERN

    CERN Multimedia

    2006-01-01

    "Epoxy adhesives are set to play a vital role in Europe's biggest-ever scientific experiment at the European Centre for Nuclear Research (CERN) in Geneva, Switzerland, thereby helping scientists gain a better understanding of the origins of the universe." (1 page)

  7. Role-play facilitates children's mindreading of those with atypical color perception.

    Science.gov (United States)

    Furumi, Fumikazu; Koyasu, Masuo

    2014-01-01

    The present study examined the effects of role-play experience on children's mindreading ability. Forty-one primary school children (20 boys, 21 girls, mean age: 9.37 years, range: 8-11 years) were introduced to a communication task in which the use of mindreading was essential. During each trial, participants viewed a shelf, presented on a laptop, which contained several familiar objects, and they were instructed to touch an object on the shelf following an order issued by a "manager" who stood at the opposite side of the shelf. There were two managers: one was a monkey manager with normal color vision, and the other was a dog manager with restricted color vision. The monkey manager could see all the objects in the same colors as the participants, whereas the dog manager saw some objects in different colors. Participants were required to respond according to the manager's instruction. In the restricted color vision condition, the dog manager saw the colors of objects differently; thus, participants had to work out his intentions, according to his different perspective. In the normal color vision condition, all objects were in the same colors as those seen by the monkey manager. Before the test phase, participants in the role-play group were provided a role-play experience in which they assumed the role of the dog manager with restricted color vision. The experimental data were analyzed using a 2 × 2 mixed-design ANOVA (role-play condition × communication partner condition) to examine differences in the error rate. Both main effects and its interaction were significant. According to the post-hoc analyses, participants in the no-role-play condition made significantly more errors in the restricted color vision condition than in the normal color vision condition, whereas no such difference was found among participants in the role-play condition. These results suggest that role-play experience could facilitate mindreading of characters with restricted color vision.

  8. Changes in Badminton Game Play across Developmental Skill Levels among High School Students

    Science.gov (United States)

    Wang, Jianyu; Liu, Wenhao

    2012-01-01

    The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…

  9. Character Play – The use of game characters in multi- player Role Playing Games across platforms

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, M.; Brolund, T.

    2008-01-01

    histories of game characters. This article presents results from a comprehensive empirical study of the way complex game characters are utilized by players in multiplayer role-playing games across two different media platforms. The results indicate that adult players are capable of comprehending...... and utilizing game characters with well-defined personalities and backgrounds, as well as rules-based components. Furthermore, that the game format plays a significant role in the pattern of usage of the character elements. This pattern appears directly linked with variations in the way that the different game...

  10. Peer role-play and standardised patients in communication training: a comparative study on the student perspective on acceptability, realism, and perceived effect

    Directory of Open Access Journals (Sweden)

    Schultz Jobst H

    2010-03-01

    Full Text Available Abstract Background To assess the student perspective on acceptability, realism, and perceived effect of communication training with peer role play (RP and standardised patients (SP. Methods 69 prefinal year students from a large German medical faculty were randomly assigned to one of two groups receiving communication training with RP (N = 34 or SP (N = 35 in the course of their paediatric rotation. In both groups, training addressed major medical and communication problems encountered in the exploration and counselling of parents of sick children. Acceptability and realism of the training as well as perceived effects and applicability for future parent-physician encounters were assessed using six-point Likert scales. Results Both forms of training were highly accepted (RP 5.32 ± .41, SP 5.51 ± .44, n.s.; 6 = very good, 1 = very poor and perceived to be highly realistic (RP 5.60 ± .38, SP 5.53 ± .36, n.s.; 6 = highly realistic, 1 = unrealistic. Regarding perceived effects, participation was seen to be significantly more worthwhile in the SP group (RP 5.17 ± .37, SP 5.50 ± .43; p Conclusions RP and SP represent comparably valuable tools for the training of specific communication skills from the student perspective. Both provide highly realistic training scenarios and warrant inclusion in medical curricula. Given the expense of SP, deciding which method to employ should be carefully weighed up. From the perspective of the students in our study, SP were seen as a more useful and more applicable tool than RP. We discuss the potential of RP to foster a greater empathic appreciation of the patient perspective.

  11. Trancending the classrom: A practical guide to remote role plays in teaching international negotiation

    DEFF Research Database (Denmark)

    Smolinski, Remigiusz; Kesting, Peter

    2012-01-01

    This article discusses the pedagogical value of using remote role plays in cross-cultural negotiations between two classes taught simultaneously at different and geographically distant institutions. We argue that remote role-play simulations provide valuable teaching and learning experiences...... of some critical limitations of “traditional” in-class role plays, followed by a practical guide to remote role plays and a report of our experiences with them. Finally, we discuss the advantages and disadvantages of remote role plays as a teaching tool for international negotiation classes and the key...

  12. Teaching Tip: Using a Group Role-Play Exercise to Engage Students in Learning Business Processes and ERP

    Science.gov (United States)

    Shen, Yide; Nicholson, Jennifer; Nicholson, Darren

    2015-01-01

    With the increasing process-centric focus and proliferation of Enterprise Resource Planning (ERP) systems in organizations, it is imperative for business graduates to understand cross-functional business processes and ERP system's role in supporting business processes. However, this topic can be rather abstract and dry to undergraduate students,…

  13. Moving between virtual and real worlds: second language learning through massively multiplayer online role playing games (MMORPGs)

    OpenAIRE

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2011-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) bring players together in a large virtual community. This type of online gaming can serve many purposes such as entertainment, social interaction, information exchange and education and is now an integral part of many people's lives particularly the younger generation. This research study investigates the use of openly available MMORPGs to supplement second language teaching for higher education students. MMORPGs provide informal virtu...

  14. Hispanic/Latino College Student Involvement in Student Organization Leadership Roles

    Science.gov (United States)

    McKinney, Barry Slade

    2009-01-01

    The study examined attributes associated with Hispanic/Latino college student involvement in student organization leadership roles. The study helped identify attributes that active and involved Hispanic/Latino students felt were most important to them and their leadership roles. The roles that peer influence, role model influence, extraversion,…

  15. Learning through Play: Portraits, Photoshop, and Visual Literacy Practices

    Science.gov (United States)

    Honeyford, Michelle A.; Boyd, Karen

    2015-01-01

    Play has a significant role in language and literacy learning. However, even when valued in schools, opportunities for play are limited beyond early childhood education. This study of an after-school program for adolescents looks closely at several forms of play that students engaged in to produce self-portraits. The study suggests that play and…

  16. Honouring Roles: The Story of a Principal and a Student

    Directory of Open Access Journals (Sweden)

    Jerome Cranston

    2012-11-01

    Full Text Available The importance of the teacher-student relationship in educational practice is well established, as is the idea of principal leadership in relationship to staff. Even though principal leadership is regarded as a factor in student success, the principal’s effect is usually assumed to take place via the teaching staff. There is an absence of research about the “lived experience” of direct principal-student relationships that shed lights on the ways in which these relationships playrole in student success and principal transformation. This paper presents two narratives written about a particular set of principal-student interactions experienced by the researcher (principal and participant (student.  The analysis uses a narrative inquiry approach to explore both the individual and collective meanings of this principal-student relationship. The stories and their derived meanings have the potential to enliven and  influence educational practice as they explore the subtleties of the principal-student relationship.

  17. Disentangling the Role of Domain-Specific Knowledge in Student Modeling

    Science.gov (United States)

    Ruppert, John; Duncan, Ravit Golan; Chinn, Clark A.

    2017-08-01

    This study explores the role of domain-specific knowledge in students' modeling practice and how this knowledge interacts with two domain-general modeling strategies: use of evidence and developing a causal mechanism. We analyzed models made by middle school students who had a year of intensive model-based instruction. These models were made to explain a familiar but unstudied biological phenomenon: late onset muscle pain. Students were provided with three pieces of evidence related to this phenomenon and asked to construct a model to account for this evidence. Findings indicate that domain-specific resources play a significant role in the extent to which the models accounted for provided evidence. On the other hand, familiarity with the situation appeared to contribute to the mechanistic character of models. Our results indicate that modeling strategies alone are insufficient for the development of a mechanistic model that accounts for provided evidence and that, while learners can develop a tentative model with a basic familiarity of the situation, scaffolding certain domain-specific knowledge is necessary to assist students with incorporating evidence in modeling tasks.

  18. Facilitating pragmatic skills through role-play in learners with language learning disability.

    Science.gov (United States)

    Abdoola, Fareeaa; Flack, Penelope S; Karrim, Saira B

    2017-07-26

    Role-based learning involves the process whereby learners acquire skills, knowledge and understanding through the assumption of roles within real-life settings. Role-play holds potential as an effective learning strategy for children; however, there is limited research on the use of role-play as a therapy method within the field of speech-language pathology. Children with language learning disability (LLD) typically present with difficulties in social communication, which can negatively affect their social and academic achievement. The aim of this study was to determine the effectiveness of role-play as a therapy approach targeting the pragmatic skills of stylistic variation and requesting for clarification in learners with LLD. The use of combined positivist and interpretivist paradigms allowed for the implementation of an embedded mixed methods design. An experimental pretest-posttest design was implemented. Eight participants, who were learners with a diagnosis of LLD, were purposefully selected. Data collection was conducted over five phases, utilising the Clinical Evaluation of Language Fundamentals (4th Ed.) Pragmatics Profile, discourse completion tasks, session plans and session records. Quantitative data were analysed using descriptive statistics and were supplemented by qualitative data from session records. Results revealed improvements in stylistic variation and requesting for clarification post role-play intervention, with minimal changes in the control group. Limitations of the study have been reported for consideration when interpreting results. Role-play as a therapy approach targeting two pragmatic skills, stylistic variation and requesting for clarification, was found to be beneficial for learners with LLD. Recommendations for the implementation of role-play as a therapy approach were made.

  19. Character selecting advisor for a role-playing game

    Science.gov (United States)

    Redfield, Carol L.; Berlanga, Felicia

    1994-01-01

    Role-playing games have been a source of much pleasure and merriment for people of all ages. The process of developing a character for a role-playing game is usually very, very time consuming, delaying what many players consider the most entertaining part of the game. An expert system has been written to assist a player in creating a character by guiding the player through a series of questions. This paper discusses the selection of this topic, the knowledge engineering, the software development, and the resulting program that cuts the time of character development from about 4 hours to 30 minutes. The program was written on a PC and an Apollo in CLIPS 4.3 and currently runs on the Apollo.

  20. EFEKTIVITAS METODE ROLE PLAYING PADA MENDESKRIPSIKAN PELAYANAN PRIMA UNTUK MENINGKATKAN HASIL BELAJAR

    Directory of Open Access Journals (Sweden)

    Indah Tri Lestari

    2013-02-01

    sheets for students and teachers. The results of mean class of students� cognitive in cycle I is 74.5 with study completing classically 66,7%. Furthermore, the result of the study in cycle II increase to 82.5 with study completing classically 96.7%. Students� activity in cycle I is 55% and in cycle II increase to 87,5%. While the teachers� performance in cycle I reach 58.3% and in cycle II increase to 93.1%. Implementation of role playing on the topic of describing the excellent service is effective to improve students� result class X AP Hidayah Vocational School of Semarang year 2011/2012.

  1. Self-Actualization of Youth Subculture Members (Role-Playing Movement as an Example

    Directory of Open Access Journals (Sweden)

    A S Zhuravleva

    2014-12-01

    Full Text Available The article is dedicated to the research of youth subculture members’ self-actualization (role-playing movement as an example. It describes certain characteristics of role-players’ self-actualization, its structure, and also its gender and age specific features. It has been proven that the level of self-actualization of the members of the role-playing movement is higher than of the people who are not interested in it and that taking part in role-playing games is a more significant factor for the self-actualization of the personality than the gender and age of the players.

  2. Cost-effectiveness of peer role play and standardized patients in undergraduate communication training.

    Science.gov (United States)

    Bosse, Hans Martin; Nickel, Martin; Huwendiek, Sören; Schultz, Jobst Hendrik; Nikendei, Christoph

    2015-10-24

    The few studies directly comparing the methodological approach of peer role play (RP) and standardized patients (SP) for the delivery of communication skills all suggest that both methods are effective. In this study we calculated the costs of both methods (given comparable outcomes) and are the first to generate a differential cost-effectiveness analysis of both methods. Medical students in their prefinal year were randomly assigned to one of two groups receiving communication training in Pediatrics either with RP (N = 34) or 19 individually trained SP (N = 35). In an OSCE with standardized patients using the Calgary-Cambridge Referenced Observation Guide both groups achieved comparable high scores (results published). In this study, corresponding costs were assessed as man-hours resulting from hours of work of SP and tutors. A cost-effectiveness analysis was performed. Cost-effectiveness analysis revealed a major advantage for RP as compared to SP (112 vs. 172 man hours; cost effectiveness ratio .74 vs. .45) at comparable performance levels after training with both methods. While both peer role play and training with standardized patients have their value in medical curricula, RP has a major advantage in terms of cost-effectiveness. This could be taken into account in future decisions.

  3. University Student and Teacher Perceptions of Teacher Roles in Promoting Autonomous Language Learning with Technology outside the Classroom

    Science.gov (United States)

    Lai, Chun; Yeung, Yuk; Hu, Jingjing

    2016-01-01

    Helping students to become autonomous learners, who actively utilize technologies for learning outside the classroom, is important for successful language learning. Teachers, as significant social agents who shape students' intellectual and social experiences, have a critical role to play. This study examined students' and teachers' perceptions of…

  4. The Role of Depression and Negative Affect Regulation Expectancies in Tobacco Smoking among College Students

    Science.gov (United States)

    Schleicher, Holly E.; Harris, Kari Jo; Catley, Delwyn; Nazir, Niaman

    2009-01-01

    Objective: Expectancies about nicotine's ability to alleviate negative mood states may play a role in the relationship between smoking and depression. The authors examined the role of negative affect regulation expectancies as a potential mediator of depression (history of depression and depressive symptoms) and smoking among college students.…

  5. Role playing research before Dungeons and Dragons

    DEFF Research Database (Denmark)

    Lieberoth, Andreas

    been published (for a review, see Lieberoth & Trier-Knudsen, 2015). Sometimes the therapeutic concept of “”Psychodrama”” is evoked as an earlier 20th century case (and suggested efficacy) of role playing as a positive tool for personal and psychological change, but digging a bit deeper, it turns out...

  6. Facilitating pragmatic skills through role-play in learners with language learning disability

    Directory of Open Access Journals (Sweden)

    Fareeaa Abdoola

    2017-07-01

    Full Text Available Background: Role-based learning involves the process whereby learners acquire skills, knowledge and understanding through the assumption of roles within real-life settings. Role-play holds potential as an effective learning strategy for children; however, there is limited research on the use of role-play as a therapy method within the field of speech-language pathology. Children with language learning disability (LLD typically present with difficulties in social communication, which can negatively affect their social and academic achievement. Aim: The aim of this study was to determine the effectiveness of role-play as a therapy approach targeting the pragmatic skills of stylistic variation and requesting for clarification in learners with LLD. Method: The use of combined positivist and interpretivist paradigms allowed for the implementation of an embedded mixed methods design. An experimental pretest-posttest design was implemented. Eight participants, who were learners with a diagnosis of LLD, were purposefully selected. Data collection was conducted over five phases, utilising the Clinical Evaluation of Language Fundamentals (4th Ed. Pragmatics Profile, discourse completion tasks, session plans and session records. Quantitative data were analysed using descriptive statistics and were supplemented by qualitative data from session records. Results: Results revealed improvements in stylistic variation and requesting for clarification post role-play intervention, with minimal changes in the control group. Limitations of the study have been reported for consideration when interpreting results. Conclusion: Role-play as a therapy approach targeting two pragmatic skills, stylistic variation and requesting for clarification, was found to be beneficial for learners with LLD. Recommendations for the implementation of role-play as a therapy approach were made.

  7. THE ROLE PLAYED BY MUSICOLOGIST N. NIKOLAEVA AND HER SCHOOL IN VLADIMIR AXIONOV’S PROFESSIONAL FORMATION

    Directory of Open Access Journals (Sweden)

    ŢIRCUNOVA SVETLANA

    2015-03-01

    Full Text Available The article reveals the role played by Nadejda Nikolaeva, a famous scientist-musicologist and teacher at the „P. Tchaikovsky” Moscow Conservatoire, in the formation of Vladimir Axionov’s professional qualities: a researcher scientist, a lecturer-publicist, a youth’s instructor. It is about N. Nikolaeva’s contribution to the development of historical and theoretical musicology, about her teaching principles perceived by her students including V. Axionov, that were continued and developed by him within the framework of Moldovan musicology.

  8. Rules out of Roles: Differences in Play Language and Their Developmental Significance

    Science.gov (United States)

    Kim, Yongho; Kellogg, David

    2007-01-01

    Using a discourse analytic approach from the work of Hoey (1991) and a dual processing model from Wray (2000), this paper compares the language produced by the same classes of children when they are engaged in role-play and when they are playing rule-based games. We find that role-play tends to be richer in "frozen" pair parts, where the responses…

  9. How passion and impulsivity influence a player's choice of videogame, intensity of playing and time spent playing

    OpenAIRE

    Puerta-Cortés, Diana Ximena; Panova, Tayana; Carbonell, Xavier; Chamarro, Andrés

    2016-01-01

    Videogames have received much attention in addiction research due to their popularity and frequent use. However, few studies have addressed the effect of passion and impulsivity in gamers. Therefore, the aim of the current study was to examine the influence of passion and impulsivity on the intensity of play, playing time, and choice of Massive Multiplayer Online Role Play Game (MMORPG) vs. non-MMORPG. A sample of 630 university students (40.7% Colombian, 59.3% Spanish) responded ...

  10. Some Roles Children Play in Their Families

    Science.gov (United States)

    Rollins, Nancy; And Others

    1973-01-01

    A child patient may play one of several fixed roles in the family. As scapegoat, his shortcomings are emphasized; as baby, his dependence, weakness, and immaturity are rewarded; as pet, love and praise, some undeserved, are won; and, as peacemaker, he must promote peace at the cost of suppressing his own feelings. (ST)

  11. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    OpenAIRE

    Kuss, DJ; Louws, J; Wiers, RW

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORP...

  12. Students' Views About Secondary School Science Lessons: The Role of Practical Work

    Science.gov (United States)

    Toplis, Rob

    2012-06-01

    This paper reports an interpretive study that sought students' views about the role that practical work plays in their school science lessons. Twenty-nine students aged between 13 and 16 years were selected from three secondary schools in England. Data were collected from initial lesson observations and in-depth interviews in order to explore students' views about practical work. The findings suggest that students have three main reasons why practical work is important in their school science lessons: for interest and activity, including social and personal features such as participation and autonomy; as an alternative to other forms of science teaching involving a pedagogy of transmission, and as a way of learning, including memorizing and recall. The findings are discussed in the context of a critical view of previous work on the role of practical work, work on attitudes to science and on the student voice. The paper concludes that practical work is seen to provide opportunities for students to engage with and influence their own learning but that learning with practical work remains a complex issue that needs further research and evaluation about its use, effectiveness and of the role of scientific inquiry as a component of practical activity.

  13. Parent-child relationships and self‑control in male university students' desire to play video games.

    Science.gov (United States)

    Karbasizadeh, Sina; Jani, Masih; Keshvari, Mahtab

    2018-06-12

    To determine the relationship between the parent-child relationship, self-control and demographic characteristics and the desire to play video games among male university students at one university in Iran. This was a correlational, descriptive, applied study. A total of 103 male students were selected randomly as a study sample from the population of male students at Isfahan University in Iran. Data collection tools used were the Video Games Questionnaire, Tanji's Self-Control Scale, Parent-Child Relationship Questionnaire, and Demographic Questionnaire. Data were analysed using stepwise regression analysis. This study found several factors increased male students' desire to play video games. Demographic characteristics associated with increased tendency to play video games among male students in Iran are older age, larger number of family members, lower parental level of education and higher socio-economic class, while other significant factors are a lower level of self‑control and a poorer parent-child relationship. PARTICIPANTS': higher socio-economic class, lower level of self-control and older age explained 8.2%, 5.2% and 5.9% of their desire to play video games, respectively. These three variables together accounted for significantly 16.9% of a male student's desire to play video games in this study ( P video games in Iran. Moreover, lower levels of self-control and a poorer parent-child relationship were found to be accompanied by a greater desire to play video games among male university students. © 2018 RCN Publishing Company Ltd. All rights reserved. Not to be copied, transmitted or recorded in any way, in whole or part, without prior permission of the publishers.

  14. Do Learners Fear More than Fear Itself: The Role of Fear in Law Students Educational Experiences

    Science.gov (United States)

    Perrin, Jeffrey; O'Neil, Jennifer; Grimes, Ashley; Bryson, Laura

    2014-01-01

    While previous research has examined the various relationships between fear and learning in K-12 academic settings, the relationship is surprisingly unexplored amongst law students. Using a descriptive qualitative approach, we examine the role fear plays in law students' learning experiences. Through a series of semi-structured interviews a few…

  15. Role-play facilitates children’s mindreading of those with atypical color perception

    Directory of Open Access Journals (Sweden)

    Fumikazu eFurumi

    2014-07-01

    Full Text Available The present study examined the effects of role-play experience on children’s mindreading ability. Forty-one primary school children (20 boys, 21 girls, mean age: 9.37 years, range: 8–11 years were introduced to a communication task in which the use of mindreading was essential. During each trial, participants viewed a shelf, presented on a laptop, which contained several familiar objects, and they were instructed to touch an object on the shelf following an order issued by a manager who stood at the opposite side of the shelf. There were two managers: one was a monkey manager with normal color vision, and the other was a dog manager with restricted color vision. The monkey manager could see all the objects in the same colors as the participants, whereas the dog manager saw some objects in different colors. Participants were required to respond according to the manager's instruction. In the restricted color vision condition, the dog manager saw the colors of objects differently; thus, participants had to work out his intentions, according to his different perspective. In the normal color vision condition, all objects were in the same colors as those seen by the monkey manager. Before the test phase, participants in the role-play group were provided a role-play experience in which they assumed the role of the dog manager with restricted color vision. The experimental data were analyzed using a 2 x 2 mixed-design ANOVA (role-play condition x communication partner condition to examine differences in the error rate. Both main effects and its interaction were significant. According to the post-hoc analyses, participants in the no-role-play condition made significantly more errors in the restricted color vision condition than in the normal color vision condition, whereas no such difference was found among participants in the role-play condition. These results suggest that role-play experience could facilitate mindreading of characters with

  16. Teaching Appropriate Play to Replace Stereotypy Using a Treatment Package with Students Having Autism

    Science.gov (United States)

    Greenberg, Jeremy H.; Lau, Wendy; Lau, Sandy

    2016-01-01

    Students with special education needs such as autism tend to have difficulty with appropriate play skills and leisure time skills. A lack of play may lead to inappropriate behaviors such as stereotypy or passivity. When students have a limited community of reinforcers it may be difficult for educators to find motivators that can be used to teach…

  17. Verbal Communication of Story Facilitators in Multi-player Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Brolund, Thea; Hitchens, Michael

    2008-01-01

    Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study, the ver......Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study......, the verbal communication of game masters in a series of role-playing game sessions is categorized and analyzed depending on form and content, using protocol analysis, establishing a model for the verbal communication of game masters....

  18. Video Game Playing and Academic Performance in College Students

    Science.gov (United States)

    Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.

    2012-01-01

    The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…

  19. Using Role-Play for Expert Science Communication with Professional Stakeholders in Flood Risk Management

    Science.gov (United States)

    McEwen, Lindsey; Stokes, Alison; Crowley, Kate; Roberts, Carolyn

    2014-01-01

    This paper explores role-play pedagogies in learning and communicating about cutting-edge flood science by flood risk management professionals in local government. It outlines role-play process/structure and evaluates participant perceptions of their learning experiences. Issues were impacts of prior role-play experience on attitudes brought to…

  20. Teacher’s role model ingender education of students

    Directory of Open Access Journals (Sweden)

    Elvira Dode

    2015-07-01

    Full Text Available Gender education as an important part of education, affects by the role and attitudes of teachers. Including gender perspective in schools is a prerequisite in alienable of human development, instead insuring gender equality it is considered as respecting human rights. Elimination of the gender stereotypes has a two-fold significance since itemsurest gender equality not only in the school system but even in the society as a whole. Gender stereotype messages, regardless by hidden or displayed form, unilaterally influence the development of the personality in its appearance as well as the formation of the individual. Children learn about gender identity simply by observing what happens in different circumstances around. In education exist gender disparities, which can be assessed by means of measurable indicators. So, the content of the curricula and instructive texts, the interactive relationships teacher-students, the institutional ambiance, etc. play an important role into the preservation and transmission of the gender disparity stereotypes through the messages they convey. The purpose of thestudy is to perform a systematic research in order to show the scale and shape in which gender stereotypes are portrayed and shown in social life, even through the role model of teacher and their affecting the education for a democratic society. To achieve this goal, we use the method of studying the existing literature; a detailed analysis of the questionnaires and interviews content with school directors and teachers of pre-university education in city: Shkodër, Tiranë, Elbasan, Pogradec, Korçë. Parents and teachers attitudes, seems to be a role model and affect the education of students. Therefore it is necessary before to teach students about gender equality, teachers need to be careful in their behavior about gender equality as an integral part of thinking. Need to have successful teacher, to get successful students otherwise should be successful

  1. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    OpenAIRE

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), an...

  2. The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study

    Science.gov (United States)

    King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D.

    2011-01-01

    The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…

  3. What Role do Metaphors Play in Game-based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2015-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learningemerges in association to game-embedded metaphors.As shown in this chapter, metaphorsseem to play a profound role in game-based learning, both by providing participantswith a suitcase containing...

  4. What Role do Metaphors Play in Game-Based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2014-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learning emerges in association to game-embedded metaphors. As shown in this chapter, metaphors seem to play a profound role in game-based learning, both by providing participants with a suitcase containing...

  5. The Role of Social and Psychological Factors on Entrepreneurial Intention among Islamic College Students in Indonesia

    Directory of Open Access Journals (Sweden)

    Wahibur Rokhman

    2015-05-01

    The study discovered that all the social attributes have impacts on entrepreneurship intention. University students who are properly trained can obviously play a leading role in this regard. This study is useful in identifying suitable students for any entrepreneurial activity in future. With the support of government, they can promote entrepreneurial culture in the country.

  6. Enhancing Role-Play Activities with Pocket Camcorder Technology: Strategies for Counselor-Educators

    Science.gov (United States)

    Walter, Sara Meghan; Thanasiu, Page L.

    2011-01-01

    Counselor-educators can benefit from specific guidelines and creative suggestions when implementing role-play and technology-related teaching strategies in counseling training programs. Therefore, the purpose of this article is to: (a) discuss the use of role-play and video recording in counselor education; (b) introduce counselor-educators to…

  7. Role-Playing in Science Education: An Effective Strategy for Developing Multiple Perspectives

    Science.gov (United States)

    Howes, Elaine V.; Cruz, Barbara C.

    2009-01-01

    Role-playing can be an engaging and creative strategy to use in the college classroom. Using official accounts, personal narratives, and diaries to recreate a particular time period, event, or personality, the instructional strategy alternately referred to as role-playing, dramatic improvisation, or first-person characterization can be an…

  8. Using Role-Play and Case Study to Promote Student Research on Environmental Science

    Science.gov (United States)

    Deaton, Cynthia C. M.; Cook, Michelle

    2012-01-01

    Reform efforts encourage teachers to engage students in critical thinking skills and research. They also encourage teachers to meet the needs of their diverse student population and support students in developing communication skills. One way to step outside of traditional teaching approaches and engage middle school students in critical thinking,…

  9. Learning by playing: A cross-sectional descriptive study of nursing students' experiences of learning clinical reasoning.

    Science.gov (United States)

    Koivisto, Jaana-Maija; Multisilta, Jari; Niemi, Hannele; Katajisto, Jouko; Eriksson, Elina

    2016-10-01

    Clinical reasoning is viewed as a problem-solving activity; in games, players solve problems. To provide excellent patient care, nursing students must gain competence in clinical reasoning. Utilising gaming elements and virtual simulations may enhance learning of clinical reasoning. To investigate nursing students' experiences of learning clinical reasoning process by playing a 3D simulation game. Cross-sectional descriptive study. Thirteen gaming sessions at two universities of applied sciences in Finland. The prototype of the simulation game used in this study was single-player in format. The game mechanics were built around the clinical reasoning process. Nursing students from the surgical nursing course of autumn 2014 (N=166). Data were collected by means of an online questionnaire. In terms of the clinical reasoning process, students learned how to take action and collect information but were less successful in learning to establish goals for patient care or to evaluate the effectiveness of interventions. Learning of the different phases of clinical reasoning process was strongly positively correlated. The students described that they learned mainly to apply theoretical knowledge while playing. The results show that those who played digital games daily or occasionally felt that they learned clinical reasoning by playing the game more than those who did not play at all. Nursing students' experiences of learning the clinical reasoning process by playing a 3D simulation game showed that such games can be used successfully for learning. To ensure that students follow a systematic approach, the game mechanics need to be built around the clinical reasoning process. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. The role of play

    NARCIS (Netherlands)

    Schouten, B.A.M.

    2011-01-01

    Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Play is however, more than that; it is a working model of flexibility! There is a vital link between play, psychological development and learning. Moreover, the importance of play has gained importance

  11. The Evaluation of Role-Playing in the Context of Teaching Climate Change

    Science.gov (United States)

    Belova, Nadja; Eilks, Ingo; Feierabend, Timo

    2015-01-01

    Role-plays are a common pedagogical tool in the Social Sciences. As an imitation of societal practices, role-plays are thought to support the development of argumentation and decision-making skills among learners. However, argumentation and decision making are also goals in science education in general and in socioscientific issues-oriented…

  12. Impact of current video game playing on robotic simulation skills among medical students.

    Science.gov (United States)

    Öge, Tufan; Borahay, Mostafa A; Achjian, Tamar; Kılıç, Sami Gökhan

    2015-01-01

    To evaluate the impact of current and prior video game playing on initial robotic simulation skill acquisition. This cross-sectional descriptive study (Canadian Task Force Classification II-1) was conducted at a medical university training center. The study subjects were medical students who currently played video games (Group I) and those who had not played video games in the last 2 years (Group II). The robotic skills of both groups were assessed using simulation. Twenty-two students enrolled in this study; however, only 21 completed it. The median age of the participants was 23 (22-24) years and 24 (23-26) years in Groups I and II, respectively. Among the participants, 15 (71.4%) were male and 6 (28.5%) were female, and 90.4% of the students started playing video games in primary school. When the 2 groups were compared according to the completion time of each exercise, Group I finished more quickly than Group II in the Peg Board-1 exercise (p>0.05), whereas Group II had better results in 3 exercises including Pick and Place, Ring and Rail, and Thread the Rings-1. However, none of the differences were found to be statistically significant (p>.05), and according to the overall scores based on the time to complete exercises, economy of motion, instrument collision, use of excessive instrument force, instruments out of view, and master workspace range, the scores were not statistically different between Groups I and II (p>.05). According to the basic robotic simulation exercise results, there was no difference between medical students who used to play video games and those who still played video games. Studies evaluating baseline visuospatial skills with larger sample sizes are needed.

  13. Keefektifan Konseling Behavioral Teknik Modeling dan Konseling Analisis Transaksional Teknik Role Playing untuk Meminimalkan Kecenderungan Perilaku Agresif Siswa Sekolah Menengah Atas

    Directory of Open Access Journals (Sweden)

    I Ketut Gading

    2017-11-01

    Full Text Available Abstract: This study aims to determine the effectiveness of behavioral counseling using modeling technique and counseling transactional analysis using role playing technique to minimize student’s tendency of aggressive behavior. This experimental research with pretest-posttest control group design is taking samples using purposive sampling technique. The sample were 18 tenth grade students from Senior High School Laboratorium Universitas Pendidikan Ganesha who have high aggressive behavior. 18 sample were randomly assigned to three group, that is: (1 experimental group of behavioral counseling using modeling technique; (2 counseling transactional analysis using role playing technique group; and (3 control group. Data on aggressive behavior tendency before and after treatment were collected using questionnaire of aggressive behavior, then analyzed by t test. The results show: (1 behavioral counseling using modeling technique were effective to minimize the tendency of aggressive behavior; (2 counseling transactional analysis using role playing technique were effective to minimize the aggressive behavior; and (3 counseling transactional analysis using role playing technique were more effectively minimizes the tendency of aggressive behavior rather than behavioral counseling using modeling technique. Abstrak: Penelitian ini bertujuan untuk mengetahui keefektifan konseling behavioral teknik modeling dan konseling analisis transaksional teknik role playing untuk meminimalkan kecenderungan perilaku agresif siswa. Penelitian eksperimen dengan rancangan pretest-posttest control group design ini mengambil sampel dengan teknik purposive sampling. Sampel terdiri dari 18 orang siswa kelas X Sekolah Menengah Atas (SMA Laboratorium Universitas Pendidikan Ganesha yang memiliki perilaku agresif tinggi. 18 sampel dibagi secara acak dan merata pada tiga kelompok, yaitu: (1 kelompok eksperimen yang mendapatkan perlakuan konseling behavioral teknik modeling; (2

  14. Using Video Models to Teach Students with Disabilities to Play the Wii

    Science.gov (United States)

    Sherrow, Lauren A.; Spriggs, Amy D.; Knight, Victoria F.

    2016-01-01

    This study investigated effects of video modeling (VM) when teaching recreation and leisure skills to three high school students with moderate intellectual disabilities and autism spectrum disorder. Results, evaluated via a multiple probe across participants design, indicated that VM was effective for teaching all students to play the Wii.…

  15. Effect of combined teaching method (role playing and storytelling ...

    African Journals Online (AJOL)

    Effect of combined teaching method (role playing and storytelling) on creative ... Remember me ... Background and Purpose: Storytelling promotes imagination and satisfies curiosity in children and creates learning opportunities in them.

  16. The Role of Subjective Task Value in Service-Learning Engagement among Chinese College Students.

    Science.gov (United States)

    Li, Yulan; Guo, Fangfang; Yao, Meilin; Wang, Cong; Yan, Wenfan

    2016-01-01

    Most service-learning studies in higher education focused on its effects on students' development. The dynamic processes and mechanisms of students' development during service-learning, however, have not been explored thoroughly. Student engagement in service-learning may affect service-learning outcomes and be affected by subjective task value at the same time. The present study aimed to explore the effect of subjective task value on Chinese college student engagement during service-learning. Fifty-four Chinese college students participated in a 9-weeks service-learning program of interacting with children with special needs. Students' engagement and subjective task value were assessed via self-report questionnaires and 433 weekly reflective journals. The results indicated that the cognitive, emotional and behavioral engagement of Chinese college students demonstrated different developmental trends during service-learning process. Subjective task value played an essential role in student engagement in service-learning activities. However, the role of subjective task value varied with different stages. Finally, the implications for implementing service-learning in Chinese education were discussed.

  17. Reflective Process in Play Therapy: A Practical Model for Supervising Counseling Students

    Science.gov (United States)

    Allen, Virginia B.; Folger, Wendy A.; Pehrsson, Dale-Elizabeth

    2007-01-01

    Counselor educators and other supervisors, who work with graduate student counseling interns utilizing Play Therapy, should be educated, grounded, and trained in theory, supervision, and techniques specific to Play Therapy. Unfortunately, this is often not the case. Therefore, a three step model was created to assist those who do not have specific…

  18. The branding role that product labelling plays within integrated marketing communication

    OpenAIRE

    2012-01-01

    M.A. This study focuses on empirically determining the branding role that product labelling plays as a strategic element in Integrated Marketing Communication functioning within the food and beverage industry. This research topic was selected for a number of reasons. Firstly, there is a general misconception of the definition of the term Integrated Marketing Communication. Secondly, there is also an emergence of the perception that labelling plays an important role as a strategic element i...

  19. Bully, Bullied, Bystander. . . and beyond: Help Students Choose a New Role

    Science.gov (United States)

    Coloroso, Barbara

    2011-01-01

    Bullying is seldom the only factor in a teenager's suicide. Often, mental illness and family stresses are involved. But bullying does play a role in many cases. These students feel that they have no way out of the pain heaped on them by tormentors--no one to turn to, no way to tell others. So they turn the violence inward with a tragic and final…

  20. Meningkatkan Kepercayaan Diri Remaja Putri Melalui Layanan Penguasaan Konten Teknik Role Playing

    Directory of Open Access Journals (Sweden)

    Nur Ida Farida

    2014-06-01

    Full Text Available Tujuan penelitian ini untuk mengetahui peningkatan kepercayaan diri remaja putri pubertas awal setelah diberikan layanan penguasaan konten dengan teknik role playing. Jenis penelitian ini adalah penelitian pre eksperimen. Populasinya remaja putri pubertas awal kelas VII SMP N 13 Semarang. Teknik sampling yang digunakan purposive sampling, dengan sampel 16 remaja putri pubertas awal yang memiliki kecenderungan kepercayaan diri rendah. Metode pengumpulan data menggunakan skala psikologi berupa skala kepercayaan diri. Analisis datanya  menggunakan uji wilcoxon match pair dan deskriptif persentase. Hasil penelitian ini menunjukkan bahwa layanan penguasaan konten dengan teknik role playing dapat meningkatkan kepercayaan diri remaja putri pubertas awal, dengan nilai zhitung = 0 < ztabel = 30. Simpulan dari penelitian ini yakni terdapat peningkatan kepercayaan diri remaja putri pubertas awal setelah diberikan layanan penguasaan konten dengan teknik role playing. This study seeks to find out the increasing confidence of female adolescent in early  puberty  after getting mastery content counseling by role playing technique. This research was using pre-experimental design with  female adolescents of seven graders in SMP N 13 Semarang as the  population. Purposive sampling technique was used  in this study. Sixteen adolescents in their early puberty that had tendency of  low self confidence was used as sample. Method for collecting data was used self confident scale; whereas, the data analysis used wilcoxon match pair test and descriptive percentage. The result of this study showed that counseling of mastery content by role playing technique was able to increase self confidence of female adolescent in early puberity with the score zcount = 0 < ztable= 30. It can concluded that there was increasing of self confidence for female adolescent in early puberty after getting counseling of mastery content by role playing.

  1. Exploring the use of role play in a school-based programme to ...

    African Journals Online (AJOL)

    Exploring the use of role play in a school-based programme to reduce teenage pregnancy. ... South African Journal of Education ... study was undertaken of the use of role plays by Grade 8 learners, at eight urban and rural KwaZulu-Natal high schools, as part of a programme to reduce the prevalence of teenage pregnancy.

  2. From Student to Entry-Level Professional: Examining the Role of Language and Written Communications in the Reacculturation of Aerospace Engineering Students.

    Science.gov (United States)

    Pinelli, T. E.; And Others

    1995-01-01

    Argues that language and written communication play a critical role in the reacculturation process that enables individuals to make a successful transition from the academic world to a professional environment. Reports results of a mail survey examining the technical communications abilities of aerospace engineering students and the technical…

  3. Facebook levels the playing field: Dyslexic students learning through digital literacies

    Directory of Open Access Journals (Sweden)

    Owen Barden

    2014-02-01

    Full Text Available Dyslexia has an ambivalent relationship with learning technology. Any potential gains may be nullified if the technology is perceived to exacerbate stigma. This paper examines the use of an ‘everyday’ technology, Facebook, by a small group of sixth form students labelled as dyslexic. ‘Levelling the playing field’ is a phrase the participants used often when discussing what they wanted from learning technology. Because dyslexia usually is defined in terms of significant difficulties with literacy, we might reasonably anticipate that the participants would see Facebook as stigmatising rather than levelling the playing field, because of the very public literacy events that it demands. However, the data indicate that far from shying away from Facebook because of fear of their difficulties with literacy being exposed, the participants enthusiastically embraced it. The students saw Facebook as a desirable presence in their education, one that supported inclusion. For them, levelling the playing field with Facebook had five dimensions: keeping up to date and meeting deadlines; increased control over learning; developing metacognitive awareness; greater control over literacy process and demands; and being experts and helpers. The findings perhaps challenge some assumptions about dyslexia, literacy and learning, and may be of interest to teachers working with dyslexic students, or researchers studying learning in digitally mediated social networks.

  4. Fair Play: A Study of Scientific Workforce Trainers’ Experience Playing an Educational Video Game about Racial Bias

    Science.gov (United States)

    Kaatz, Anna; Carnes, Molly; Gutierrez, Belinda; Savoy, Julia; Samuel, Clem; Filut, Amarette; Pribbenow, Christine Maidl

    2017-01-01

    Explicit racial bias has decreased in the United States, but racial stereotypes still exist and conspire in multiple ways to perpetuate the underparticipation of Blacks in science careers. Capitalizing on the potential effectiveness of role-playing video games to promote the type of active learning required to increase awareness of and reduce subtle racial bias, we developed the video game Fair Play, in which players take on the role of Jamal, a Black male graduate student in science, who experiences discrimination in his PhD program. We describe a mixed-methods evaluation of the experience of scientific workforce trainers who played Fair Play at the National Institutes of Health Division of Training Workforce Development and Diversity program directors’ meeting in 2013 (n = 47; 76% female, n = 34; 53% nonwhite, n = 26). The evaluation findings suggest that Fair Play can promote perspective taking and increase bias literacy, which are steps toward reducing racial bias and affording Blacks equal opportunities to excel in science. PMID:28450447

  5. Antecedents of basic psychological need satisfaction of pharmacy students: The role of peers, family, lecturers and workload.

    Science.gov (United States)

    Basson, Mariëtta J; Rothmann, Sebastiaan

    2018-04-01

    Self-determination theory (SDT) provides a model to improve pharmacy students' well-being or functioning in their study context. According to SDT, students need a context that satisfies their needs for autonomy, relatedness and competence in order to function optimally. Contextual factors that could have an impact on a student's functioning are lecturers, family, peers and workload. To investigate whether there is a difference between the contributions family, lecturers, peers and workload make towards the satisfaction of pharmacy students' basic psychological needs within a university context. An electronic survey was administered amongst students registered with the North-West University's School of Pharmacy. Registered pharmacy students, 779, completed said electronic survey comprised of a questionnaire on demographics, BMPN (Balanced Measure of Psychological Needs) and self-developed ANPNS (Antecedents of Psychological Need-satisfaction Scale). Data derived from the afore-going was analysed with the aid of structural equation modelling (SEM). Structural equation modelling explained 46%, 25% and 30% respectively of the total group's variances in autonomy, competence and relatedness satisfaction, and 26% of the variance in psychological need frustration. Peers and family played a significant role in the satisfaction of students' need for autonomy, relatedness and competence, whilst workload seemingly hampered satisfaction with regards to relatedness and autonomy. Workload contributed towards frustration with regards to psychological need satisfaction. The role played by lecturers in satisfying pharmacy students' need for autonomy, relatedness and competence will also be highlighted. This study added to the body of knowledge regarding contextual factors and the impact those factors have on pharmacy students' need satisfaction by illustrating that not all factors (family, lecturers, peers and workload) can be considered equal. Lecturers ought to recognise the

  6. Using Role-Playing Games to Broaden Engineering Education

    Science.gov (United States)

    McConville, Jennifer R.; Rauch, Sebastien; Helgegren, Ida; Kain, Jaan-Henrik

    2017-01-01

    Purpose: In today's complex society, there is an increasing demand to include a wider set of skills in engineering curricula, especially skills related to policy, society and sustainable development. Role-playing and gaming are active learning tools, which are useful for learning relationships between technology and society, problem solving in…

  7. Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

    Science.gov (United States)

    Smyth, Joshua M

    2007-10-01

    There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.

  8. THE ROLE PLAY AND THE CHILD WITH AUTISM IN THE HISTORICAL-CULTURAL PERSPECTIVE

    Directory of Open Access Journals (Sweden)

    Maria Angélica da Silva

    2017-09-01

    Full Text Available This article aims to analyze the play of make-believe for children with autism, focusing on the symbolic resources it uses in asserting roles. It is based on the theoretical contributions of the historical-cultural perspective, with Vygotsky as its main exponent. The research was carried out in a public school of Early Childhood Education, in Brasília. From the microgenetic analysis, the research had six children diagnosed with autism, at the ages of 4 and 6 years, included in Special Class, as participants. The play situations were videotaped and later transcribed in episode format. In the data analysis, we identified two axes, namely: 1 The construction of the role play and; 2 Assumption of roles by the child with autism: set design and imagery resources. The results reveal the role of the other (intentional participation in the constitution of play activity, especially the role of the adult. In addition, they demonstrate that pedagogical mediation, including the creation of 'scenarios', is fundamental for the extension of the symbolic experience of the child with autism.

  9. Spontaneous Play and Imagination in Everyday Science Classroom Practice

    Science.gov (United States)

    Andrée, Maria; Lager-Nyqvist, Lotta

    2013-01-01

    In science education, students sometimes create and engage in spontaneous science-oriented play where ideas about science and scientists are put to use. However, in previous research, little attention has been given to the role of informal spontaneous play in school science classrooms. We argue that, in order to enhance our understanding of…

  10. The Role of Teacher Leadership in How Principals Influence Classroom Instruction and Student Learning

    Science.gov (United States)

    Sebastian, James; Allensworth, Elaine; Huang, Haigen

    2016-01-01

    School principals can play an important role in promoting teacher leadership by delegating authority and empowering teachers in ways that allow them influence in key organizational decisions and processes. However, it is unclear whether instruction and student learning are enhanced by promoting teacher influence in all aspects of school…

  11. CGRP may play a causative role in migraine

    DEFF Research Database (Denmark)

    Lassen, L H; Haderslev, P A; Jacobsen, V B

    2002-01-01

    Calcitonin gene-related peptide (CGRP) has been detected in increased amounts in external jugular venous blood during migraine attacks. However, it is unknown whether this is secondary to migraine or whether CGRP may cause headache. In a double-blind crossover study, the effect of human alphaCGRP...... attacks may play a causative role....

  12. South African Students' Perceptions of the Role of a Gap Year in Preparing Them for Higher Education

    Science.gov (United States)

    Nieman, M. M.

    2013-01-01

    Students often drop out of university because they were not yet ready for higher education studies. This article reports on research done on the perceptions of a group of students of the role that their gap year had played in preparing them for higher education studies. The research approach was qualitative. Data was gathered by means of 34…

  13. An Exploratory Study on the Reasons and Preferences of Six Malaysian Students on the Video Games Played

    Science.gov (United States)

    Leng, Eow Yee; Baki, Roselan

    2008-01-01

    The purpose of this study was to explore the reasons why six Malaysian students from upper secondary school are playing video games, types of games and the features preferred. A qualitative method was being used in the study. Purposive sampling was conducted in selecting the students. The findings indicated that students played video games for a…

  14. The experiences of context on role play

    Directory of Open Access Journals (Sweden)

    Justina Rodríguez Rodríguez

    2013-12-01

    Full Text Available The issue in question relates to the preparation that has the staff, for the use of the experiences of the context of children of preschool grade of primary school, in the role plays, for evidence that the social aspect that own the game, being a prerequisite for the formation and development of the child's personality, and being a problem under investigation in educational practice in all aspects of Early Childhood Education.

  15. Factors Affecting the Choice of Professors as a Role Model from the Viewpoint of Medical Students

    Directory of Open Access Journals (Sweden)

    Masome Rahimi

    2018-01-01

    Full Text Available The role of professors as a model can have a beneficial impact on the mental, psychological and educational conditions of medical students. This also plays an important role in improving professionalism and academic achievements among medical students. Therefore, the present study was aimed at evaluating the standpoint of students on factors influencing the selection of professors as a role model. This descriptive cross-sectional study was conducted on the students of different disciplines studying in Jahrom University of Medical Sciences in 2016. A randomized sampling method was conducted on 217 students. Their viewpoints were collected using a 30- question researcher-made questionnaire. The questionnaire consisted of three parts, each containing ten items. In addition, this questionnaire was distributed among 20 people (as a pilot survey, the alpha coefficient of which was equal to 0.88; and its measurement was based on Likert scale "from very low to very high". Data were analyzed using SPSS 18 and descriptive statistics. Most respondents were nursing students and the highest influence of professors as a role model was associated with their role as a research leader (future specialized courses in the clinical choices and selection of future specialized fields. The factors influencing the selection of professors as a role model included their respectful attitude toward students, and the high level of their knowledge and skills. On the other hand, the most important factors that caused professors not to be regarded as a role model included their inappropriate relationship with the students and refusing to listen to them. Role model professors can have a beneficial impact on the future of students and scientific communities, as far as the science and education is concerned. Therefore, it is necessary for professors to pay particular attention to strengthening their role as a model at universities.

  16. On the Role of Discipline-Related Self-Concept in Deep and Surface Approaches to Learning among University Students

    Science.gov (United States)

    Platow, Michael J.; Mavor, Kenneth I.; Grace, Diana M.

    2013-01-01

    The current research examined the role that students' discipline-related self-concepts may play in their deep and surface approaches to learning, their overall learning outcomes, and continued engagement in the discipline itself. Using a cross-lagged panel design of first-year university psychology students, a causal path was observed in which…

  17. THE EFFECT OF PLAYING SNAKE AND LADDER TOWARD THE RESULT STUDY OF ARITHMETIC ADDITION FOR STUDENT WITH MENTALLY RETARDED STUDENT

    Directory of Open Access Journals (Sweden)

    Arianti Iman Sari

    2016-12-01

    Full Text Available The purpose of this research were to describe: (1 the study result of arithmetic addition operation for fourth grade student with mentally retarded in SDLB before playing the Snake and Ladder activity (2 the study result of arithmetic addition operation for fourth grade student with mentally retarded in SDLB after playing the Snake and Ladder activity (3 the effect of Snake and Ladder playing toward the result study of arithmetic addition for fourth grade student with mentally retarded SDLB. This research used SSR (Single Subject Research with A-B-A design. Collecting the data was done by using assessment instrument, tests and observations. The result of this research showed that playing Snake and Ladder affected the study result of arithmetic addition operation for fourth-grade children with mentally retarded student in SDLB. Tujuan penelitian ini adalah mendeskripsikan (1 Hasil belajar penjumlahan siswa kelas 4 SDLB sebelum melakukan kegiatan bermain Ular Tangga (2 Hasil belajar penjumlahan siswa kelas 4 SDLB sesudah melakukan kegiatan bermain Ular Tangga (3 Pengaruh bermain Ular Tangga terhadap hasil belajar penjumlahan siswa kelas 4 SDLB. Penelitian ini menggunakan rancangan penelitian SSR (Single Subject Research dengan desain A-B-A. Pengumpulan data menggunakan instrumen assesmen, tes dan observasi. Hasil penelitian menunjukkan bermain ular tangga berpengaruh terhadap hasil belajar penjumlahan siswa tunagrahita kelas 4 SDLB.

  18. Exploring the use of role play in a school-based programme to reduce teenage pregnancy

    Directory of Open Access Journals (Sweden)

    Myra Taylor

    2012-01-01

    Full Text Available Can the use of a method such as role play help reduce sexual risk behaviour among KwaZulu-Natal learners? A study was undertaken of the use of role plays by Grade 8 learners, at eight urban and rural KwaZulu-Natal high schools, as part of a programme to reduce the prevalence of teenage pregnancy. Within the framework of Bandura's Social Cognitive Theory, learners participated in role plays covering five topics - choice, self-respect and emotional abuse; partner coercion/negotiation about having sex; visiting the clinic for contraception; perceived and purchasing value of the child support grant; and testing for HIV. We report on the organisation, implementation and evaluation of the role plays. Data from facilitators, educators and learners were triangulated and suggest that role play has potential for building self-efficacy among learners with respect to sexual behaviour.

  19. Using a Corporate Partnership to Enhance Learning in a Sourcing Negotiation Role-play

    Science.gov (United States)

    Hartley, Janet L.; Eboch, Karen; Gilberg, Jonathan

    2017-01-01

    Although role-plays can be effective teaching tools for buyer-supplier negotiation, learning can be somewhat limited because typically novices are negotiating with each other. We describe how we collaborated with a corporate partner, CACI International, to develop and implement a repeatable sourcing and negotiation role-play that helps to address…

  20. Designing Role-Playing Video Games for Ethical Thinking

    Science.gov (United States)

    Schrier, Karen

    2017-01-01

    How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18-34, make ethical decisions in three…

  1. Stories of Policing: The Role of Storytelling in Police Students' Sensemaking of Early Work-Based Experiences

    Science.gov (United States)

    Rantatalo, Oscar; Karp, Staffan

    2018-01-01

    Storytelling has been shown to play a key role in transferring work experience from more experienced towards novices in a number of vocational educational practices, however previous studies have not to the same extent dealt with the role of students' own storytelling practices for sensemaking of work experience. This study set out to examine…

  2. Improving Students’ Speaking Skill through Communication Game, Recorded Role Play and Peer Feedback

    Directory of Open Access Journals (Sweden)

    Friska Arismayang

    2016-08-01

    Full Text Available This study aims to improve students’ speaking skills using the combined strategies of communication game, recorded role play and peer feedback activities. This action research took place at an English institution in Jakarta, Indonesia and collected the data by observing the learning process with the collaborator, analyzing the video during the class, making field notes, conducting tests (pretest and post test and interviewing students. There were three cycles in this study. Results of the tests showed that students’ speaking skills improved. The mean score of pre-test was 3.1, while the mean score of post-test in cycle one was 3.3, cycle two 3.5 and cycle three 3.6. Based on the interview, all students were interested in and excited about the use of the three strategies above. However, there was a problem with the implementation of peer feedback activities; it was time consuming. The results of this study can not only promote an idea for EFL teachers to use the strategies as an alternative approach to teaching speaking skills but also inspire EFL teachers to be more creative in using these three strategies

  3. Teaching psychosomatic medicine using problem-based learning and role-playing.

    Science.gov (United States)

    Heru, Alison M

    2011-01-01

    Problem-based learning (PBL) has been implemented in medical education world-wide. Despite its popularity, it has not been generally considered useful for residency programs. The author presents a model for the implementation of PBL in residency programs. The author presents a description of a PBL curriculum for teaching psychosomatic medicine to PGY 2 members in a psychiatry training program. The goals of PBL are to encourage self-directed learning; enhance curiosity, using case-based, contextualized learning; promote collaborative practice; and support patient-centered care. The addition of role-playing exercises helps PGY 2 residents to develop their skills from simply developing a differential diagnosis to being able to construct biopsychosocial formulations, and it provides these residents an opportunity to practice presenting case formulations to the patient and family. Residents and faculty enjoyed the PBL role-playing sessions. Residents wanted the learning objectives given to them rather than generating their own learning objectives, to move through the cases faster, and to receive more information and more cases. Teaching psychosomatic medicine, using PBL and role-playing, allows many of the proposed Academy of Psychosomatic Medicine residency core competencies to be met. However, further refinement of the PBL method needs to take place in order to adapt its use to residency programs.

  4. Teaching Appropriate Play to Replace Stereotypy Using a Treatment Package with Students Having Autism

    Directory of Open Access Journals (Sweden)

    Jeremy H. Greenberg

    2016-09-01

    Full Text Available Students with special education needs such as autism tend to have difficulty with appropriate play skills and leisure time skills. A lack of play may lead to inappropriate behaviors such as stereotypy or passivity. When students have a limited community of reinforcers it may be difficult for educators to find motivators that can be used to teach language, social, academics, and other skills. The present study tested a treatment package in a small group format on the on task painting behavior and stereotypy of four boys between 5 and 12 years old having autism. Using a delayed multiple baseline across students experimental design, a functional relationship was demonstrated between an observed increase in on task painting behavior and decrease in stereotypy of all four students as a function of their participation. Limitations of the present study were also discussed.

  5. Future Professionals' Perceptions of Play in Early Childhood Classrooms

    Science.gov (United States)

    Jung, Eunjoo; Jin, Bora

    2014-01-01

    This study investigates the perceptions of 207 college students in early childhood education and child and family studies (future professionals) regarding the role of play in early childhood classrooms. The results indicate that future professionals in their freshman and sophomore years in college held relatively positive perceptions of play in…

  6. Player-Character Dynamics in Multi- Player Role Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; McIlwain, D.; Brolund, T.

    2007-01-01

    This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player...

  7. The Strategic Micro-Firm: A Role Play In Management Training for Dynamic Businesses

    Science.gov (United States)

    Barnabe, Federico; Busco, Cristiano; Davidsen, Pal I.; Lambri, Maurizio; Zatta, Gianfranco

    2013-01-01

    Purpose: The purpose of this paper is to present the main characteristics of the role-playing game "Strategic Micro-Firm" which aims to reproduce the fundamental features of a complex supply chain. Design/methodology/approach: A specific role-playing game is presented, in which a Balanced Scorecard is used as the reporting device and is…

  8. Role-Play Technique as an Antecedent of Performance in English Language: Evidence from Secondary Schools in Wareng District, Uasin Gishu County, Kenya

    Science.gov (United States)

    Julius, Kemboi; Osman, Ahmed

    2015-01-01

    In Kenya, there is a national concern over English language dismal performance over the years in Kenya Certificate of Secondary Education (K.C.S.E). Blame has been put on teachers of English language for relying on techniques that favor them at the expense of their students. This article therefore sought to assess the use of role-play technique as…

  9. Performing self, performing character: Exploring gender performativity in online role-playing games

    Directory of Open Access Journals (Sweden)

    Heather Osborne

    2012-09-01

    Full Text Available Online narrative (fiction-based role-playing games and massively multiplayer online role-playing games (MMORPGs provide a ludic structure in which role players enact the gender and sexuality of their avatars. To investigate how role players perceive and perform their avatars' gender and sexuality in online games, I invited role players from MMORPGs and narrative RPGs to participate in an online survey. This study examines how the online game environment mediates players' self-expression and their acceptance of minority identities. Qualitative analysis of the data collected suggests that players who demonstrate empathy with and examination of their avatars' genders and sexualities, and who experience a sense of belonging within the game structure, are able to form positive interpersonal relationships that allow them to accept others' expressed identities.

  10. Playing Shakespeare.

    Science.gov (United States)

    Bashian, Kathleen Ryniker

    1993-01-01

    Describes a yearlong project at 12 Catholic middle schools in the Diocese of Arlington, Virginia, to incorporate the plays of William Shakespeare into the curriculum. Teachers attended university lectures and directed students in performances of the plays. Concludes that Shakespeare can be understood and enjoyed by middle school students. (BCY)

  11. Social Workers' Perceptions of the Association Between Role Playing Games and Psychopathology.

    Science.gov (United States)

    Ben-Ezra, Menachem; Lis, Eric; Błachnio, Agata; Ring, Lia; Lavenda, Osnat; Mahat-Shamir, Michal

    2018-03-01

    Whereas role-playing and table-top role-play games (RPGs) have been proven to have potential as therapeutic tools, playing RPGs is often stereotypically associated with social incompetence and psychiatric disorders. Knowledge regarding the stereotype and its implications is very scarce specifically among mental health practitioners. Therefore the present study aimed to narrow this gap in knowledge by examining the perception of Social Workers that are considered to be the forefront of mental health-care, in regard to the association between playing RPGs and mental health. A convenience sample of 130 Social Workers, recruited through social networks (e.g. Facebook, WhatsApp etc.), responded to an on-line survey dealing with their perception of their own knowledge on RPGs, the importance of such knowledge and the association between playing RPGs and mental illness. Results indicated an association between having higher knowledge of RPGs and lower perception of a link between playing RPGs and psychopathology. The study's findings emphasize the false stigma and its potential harmful implication on professionals' practice, especially in the context of intake process and primary diagnostic. The effect of familiarity is also discussed in light of the study's findings. • The perception of mental health professionals toward role playing games such as Dungeons and Dragons is understudied. • Social Workers' perception was measured in regard to the connection between use of RPGs and DSM-IV-TR psychopathology. • Greater knowledge of RPGs was found to be associated with lower perception of the connection between use of RPGs and DSM-IV-TR psychopathology.

  12. Economy and technology roles played by nuclear power

    International Nuclear Information System (INIS)

    Yamada, Eiji

    1985-01-01

    On the basis of the survey analysis made by Atomic Energy Commission on the roles in economy and technology played in the nuclear energy development and utilization, the following are described: economic roles in nuclear energy development and utilization (the present state of nuclear power industry in Japan and the economy effects); technological roles in the same (the present state of nuclear power technology in Japan and the technology effects). The economy effects in other areas are on higher level than in other industries etc. Then, in the technology effects, system technology and quality control in the nuclear power possess significant effects in other areas. While the nuclear energy development and utilization is important in Japan's energy security, it is contributing largely to the economy and society in Japan. (Mori, K.)

  13. The Role of Subjective Task Value in Service-Learning Engagement among Chinese College Students

    Science.gov (United States)

    Li, Yulan; Guo, Fangfang; Yao, Meilin; Wang, Cong; Yan, Wenfan

    2016-01-01

    Most service-learning studies in higher education focused on its effects on students’ development. The dynamic processes and mechanisms of students’ development during service-learning, however, have not been explored thoroughly. Student engagement in service-learning may affect service-learning outcomes and be affected by subjective task value at the same time. The present study aimed to explore the effect of subjective task value on Chinese college student engagement during service-learning. Fifty-four Chinese college students participated in a 9-weeks service-learning program of interacting with children with special needs. Students’ engagement and subjective task value were assessed via self-report questionnaires and 433 weekly reflective journals. The results indicated that the cognitive, emotional and behavioral engagement of Chinese college students demonstrated different developmental trends during service-learning process. Subjective task value played an essential role in student engagement in service-learning activities. However, the role of subjective task value varied with different stages. Finally, the implications for implementing service-learning in Chinese education were discussed. PMID:27445919

  14. Design and Implementation of a Campus-Wide Online Plagiarism Tutorial: Role played by the Library in an emerging research institution in Saudi Arabia

    KAUST Repository

    Han, Lee-Yen

    2017-06-20

    Academic dishonesty and plagiarism are serious issues in institutes of higher education especially in this Internet age with academic literature and information readily available on the web. Some research studies point to the students’ lack of understanding of the concept of plagiarism and how to cite sources as reasons why they plagiarize (Volkov, Volkov, & Tedford, 2011). Academic librarians have an important role to play in providing instruction in the ethical use of information and helping students develop abilities to attribute and cite sources in their academic writing (Mages & Garson, 2010; Maxymuk, 2006). Recognizing this important role played by librarians, the University Library at King Abdullah University of Science and Technology (KAUST) started offering face-to-face workshops on the topic in the spring of 2015. While the workshops were positively received by the participants, informal feedback from students points to a need for an online course which would provide asynchronous just-in-time training for students. In this way, students who are not able to attend the face-to-face workshops would be able to access the tutorial in their own time and at their own pace. This paper reports on the process the University Library took to create and embed an online plagiarism tutorial in Blackboard, the Learning Management System (LMS) used by the university. Drawing on and expanding on materials covered in the face-to-face workshop, the online tutorial included original multimedia material, and a summative evaluation quiz. Improvements were made based on feedback gathered from students, library staff, and other university departments, such as the Office of Writing Services, Graduate Affairs, and ESP Instructors from the Writing Center. The online tutorial was initially planned as an optional course for students, but with the support of Academic Affairs and Graduate Affairs, it has been mandated as a compulsory course for all new in-coming students.

  15. APPLICATION METHODS TO INCREASE OF ROLE PLAYING ON LEARNING MATERIALS PRESERVING NKRI (PENERAPAN METODE ROLE PLAY UNTUK MENINGKATKAN HASIL BELAJAR PADA MATERI MENJAGA KEUTUHAN NKRI

    Directory of Open Access Journals (Sweden)

    Mahfudin -

    2016-10-01

    Full Text Available 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 Indonesia Abstrak. 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

  16. Role Playing Games no Ensino do Marketing: uma experiência com RPG Didático. Role Playing Games in the teaching of Marketing: an experience with teaching RPG

    Directory of Open Access Journals (Sweden)

    Aragão, Rodrigo Moura Lima de

    2009-05-01

    Full Text Available Este relato apresenta e discute o uso dos Role Playing Games (RPGs no ensino do Marketing, especificamente, em disciplinas ministradas nos cursos de Administração e de Hotelaria da Escola Técnica Estadual Albert Einstein – Casa Verde, São Paulo (estado de São Paulo –, no segundo semestre de 2005. Primeiro, discorre sobre o RPG didático, alternativa constituída a partir dos RPGs tradicionais e dos livros-jogos, a qual, combinando características de ambos, mostrou-se adequada para a sala de aula. Em seguida, sua aplicação é exemplificada por meio de duas aventuras: Decisões de Produto no Planeta Mercadológico e Os Quatro Pergaminhos e o Segredo do Marketing Mix. A primeira, aplicada na turma de Administração, teve como objetivo simular práticas do Marketing; a segunda, percorrida pelos discentes de Hotelaria, buscou transmitir e fixar conceitos da disciplina. O RPG didático proporcionou a realização da simulação de tomadas de decisão referentes ao desenvolvimento de um novo produto e promoveu um contato no lúdico com os componentes do composto de Marketing. Além disso, o seu uso foi bem recebido pelos alunos, como apontaram os resultados de uma pesquisa feita no término do semestre: mais de 80% dos discentes de Administração e de Hotelaria considerou ótimo o emprego do RPG na sala de aula.This paper presents and discusses the use of Role Playing Games (RPG’s on Marketing teaching, particularly, on Marketing disciplines which were given in Management and Hospitality courses at Escola Técnica Estadual (ETE Albert Einstein – situated in Casa Verde, São Paulo city (São Paulo state –, during the second semester of 2005. First, it talks about the educational RPG, an alternative that derives from traditional RPG and from game-books, that has proved to be appropriate for class uses. After this, the paper exemplifies its application through two adventures: Decisões de Produto no Planeta Mercadológico and Os Quatro

  17. Peer role-play and standardised patients in communication training: a comparative study on the student perspective on acceptability, realism, and perceived effect

    Science.gov (United States)

    2010-01-01

    Background To assess the student perspective on acceptability, realism, and perceived effect of communication training with peer role play (RP) and standardised patients (SP). Methods 69 prefinal year students from a large German medical faculty were randomly assigned to one of two groups receiving communication training with RP (N = 34) or SP (N = 35) in the course of their paediatric rotation. In both groups, training addressed major medical and communication problems encountered in the exploration and counselling of parents of sick children. Acceptability and realism of the training as well as perceived effects and applicability for future parent-physician encounters were assessed using six-point Likert scales. Results Both forms of training were highly accepted (RP 5.32 ± .41, SP 5.51 ± .44, n.s.; 6 = very good, 1 = very poor) and perceived to be highly realistic (RP 5.60 ± .38, SP 5.53 ± .36, n.s.; 6 = highly realistic, 1 = unrealistic). Regarding perceived effects, participation was seen to be significantly more worthwhile in the SP group (RP 5.17 ± .37, SP 5.50 ± .43; p < .003; 6 = totally agree, 1 = don't agree at all). Both training methods were perceived as useful for training communication skills (RP 5.01 ± .68, SP 5.34 ± .47; 6 = totally agree; 1 = don't agree at all) and were considered to be moderately applicable for future parent-physician encounters (RP 4.29 ± 1.08, SP 5.00 ± .89; 6 = well prepared, 1 = unprepared), with usefulness and applicability both being rated higher in the SP group (p < .032 and p < .009). Conclusions RP and SP represent comparably valuable tools for the training of specific communication skills from the student perspective. Both provide highly realistic training scenarios and warrant inclusion in medical curricula. Given the expense of SP, deciding which method to employ should be carefully weighed up. From the perspective of the students in our study, SP were seen as a more useful and more applicable tool than RP

  18. Exploring the Impact of Role-Playing on Peer Feedback in an Online Case-Based Learning Activity

    Directory of Open Access Journals (Sweden)

    Yu-Hui Ching

    2014-07-01

    Full Text Available This study explored the impact of role-playing on the quality of peer feedback and learners’ perception of this strategy in a case-based learning activity with VoiceThread in an online course. The findings revealed potential positive impact of role-playing on learners’ generation of constructive feedback as role-playing was associated with higher frequency of problem identification in the peer comments. Sixty percent of learners perceived the role-play strategy useful in assisting them to compose and provide meaningful feedback. Multiple motivations drove learners in making decisions on role choice when responding to their peers, mostly for peer benefits. Finally, 90% of learners reported the peer feedback useful or somewhat useful. Based on the findings of this study, we discussed educational and instructional design implications and future directions to further the line of research using role-play strategy to enhance peer feedback activity.

  19. Exploring the Impact of Role-Playing on Peer Feedback in an Online Case-Based Learning Activity

    Science.gov (United States)

    Ching, Yu-Hui

    2014-01-01

    This study explored the impact of role-playing on the quality of peer feedback and learners' perception of this strategy in a case-based learning activity with VoiceThread in an online course. The findings revealed potential positive impact of role-playing on learners' generation of constructive feedback as role-playing was associated with higher…

  20. An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

    OpenAIRE

    Hussain, Z; Williams, GA; Griffiths, MD

    2015-01-01

    Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1,167 gamers who were survey...

  1. Playable stories: Making programming and 3D role-playing game design personally and socially relevant

    Science.gov (United States)

    Ingram-Goble, Adam

    This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially relevant narratives. This first study was successful in that students learned to program a narrative game, and they viewed the social problem framing for the practices as an interesting aspect of the experience. The second study provided illustrative examples of how providing less general structure up-front, afforded players the opportunity to produce the necessary structures as needed for their particular design, and therefore had a richer understanding of what those structures represented. This study demonstrates that not only were participants able to use computational thinking skills such as Boolean and conditional logic, planning, modeling, abstraction, and encapsulation, they were able to bridge these skills to social domains they cared about. In particular, participants created stories about socially relevant topics without to explicit pushes by the instructors. The findings also suggest that the rapid uptake, and successful creation of personally and socially relevant narratives may have been facilitated by close alignment between the conceptual tools represented in the platform, and the domain of 3D role-playing games.

  2. The Ecology of Role Play: Intentionality and Cultural Evolution

    Science.gov (United States)

    Papadopoulou, Marianna

    2012-01-01

    This study examines the evolutionary function of children's pretence. The everyday, cultural environment that children engage with is of a highly complex structure. Human adaptation, thus, becomes, by analogy, an equally complex process that requires the development of life skills. Whilst in role play children engage in "mimesis" and…

  3. Ludic role of religious rituals. The use of play for religious ceremony

    Directory of Open Access Journals (Sweden)

    Ciocan Tudor Cosmin

    2015-11-01

    Full Text Available This paper was made as part of a wider research I made about rituals and their meaning and roles they are playing in the religious system of thinking. The way they are thought, displayed, precisely followed as instructed and believed, makes them a powerful social act that has been always provided by any religion, and also a tool for religion to make the human society what it is today. After I speak about what is a ritual and its religious content in general, I am enumerating roles and functions of play and theatre in particular have, both for profane and religious purpose. Do we still use play/games as adults because they are rewarding, they give us pleasure? They are used as means of relaxation, or for continuing the age of childhood; or it is in our nature to play games in everything we do? In this paper I have emphasized play as adaptive potentiation or adaptive variability useful both in therapy, as in religious ceremony. The relation and comparison of rituals with play is due to the fact that playing is the most engaging behavior performed by man and animals, and it can be found as foundation of almost any ritualist activity.

  4. The career planning, athletic identity, and student role identity of intercollegiate student athletes.

    Science.gov (United States)

    Lally, Patricia S; Kerr, Gretchen A

    2005-09-01

    The purpose of this study was to examine the career planning of university student athletes and relationships between their career planning and athletic and student role identities. Two retrospective in-depth interviews were held with four male and four female university student athletes. Participants entered university with vague or nonexistent career objectives and invested heavily in their athletic roles. In the latter years of their college career, the participants discarded their sport career ambitions and allowed the student role to become more prominent in their identity hierarchies. The current findings support Brown and Hartley's (1998) suggestion that student athletes may invest in both the athlete and student role identities simultaneously and that investing in the latter may permit the exploration of nonsport career options.

  5. "You're being paged!" outcomes of a nursing home on-call role-playing and longitudinal curriculum.

    Science.gov (United States)

    Yuasa, Misuzu; Bell, Christina L; Inaba, Michiko; Tamura, Bruce K; Ahsan, Samina; Saunders, Valisa; Masaki, Kamal

    2013-11-01

    Effectively handling telephone calls about nursing home (NH) residents is an important skill for healthcare professionals, but little formal training is typically provided. The objective of the current study was to describe and evaluate the effectiveness of a novel structured role-playing didactic session followed by an on-call NH longitudinal clinical experience. The effectiveness of the structured role-playing didactic session was compared in different learners, including geriatric medicine fellows (n = 10), family medicine residents and faculty (n = 14), nurse practitioner students (n = 31), and other learners (n = 7). The curriculum focused on common problems encountered while caring for NH residents during on-call periods. Learners rated themselves using an 18-item pre/post questionnaire including five attitude and 13 skills questions, using a 1-to-5 Likert scale. T-tests were used to compare means before and after sessions. Significant improvements were found in overall mean attitudes and skills scores. For all learners, the greatest improvements were seen in "comfort in managing residents at the NH," "managing feeding or gastrostomy tube dislodgement," "identifying different availability of medications, laboratory studies, and procedures in NH," and "describing steps to send NH residents to the emergency department." Geriatric medicine fellows' attitudes and skills improved significantly after the longitudinal clinical experience. The faculty survey demonstrated improved documentation, communication, and fellows' management of on-call problems after curriculum implementation. This novel curriculum used role-playing to provide training for on-call management of NH residents. This curriculum has been successfully disseminated on a national geriatrics educational resource website (POGOe) and is applicable to geriatric medicine fellowships, internal medicine and family medicine residency programs, and other training programs. © 2013, Copyright the Authors

  6. Turkish Foreign Language Learners' Roles and Outputs: Introducing an Innovation and Role-Playing in Second Life

    Science.gov (United States)

    Ozbek, Cigdem; Comoglu, Irem; Baran, Bahar

    2017-01-01

    This study aims to design of the two activities "introducing an innovation" and "role playing" in Second Life (SL) and to evaluate qualitatively Turkish foreign language learner's roles and outputs before, while, and after the implementation of the activities. The study used community of inquiry model consisting of cognitive…

  7. The role of play themes in non-directive play therapy.

    Science.gov (United States)

    Ryan, Virginia; Edge, Andrew

    2012-07-01

    Describing the processes underlying play therapy is important for evidence based practice in child therapy. Employing play themes to describe children's play session contents is in widespread use by practitioners, but an adequate classification of these themes for non-directive play therapy practice has not yet been established. This article sets out to fill this gap by first describing how themes can be distinguished and distilled from the contents of play therapy contents. Second, a classification of main themes and sub-themes with exemplars to illustrate these concepts which is compatible with non-directive play therapy practice is set out. Finally a pilot project with experienced play therapists to test this classification in practice is suggested, along with the research questions that will need to be investigated in the shorter and longer terms.

  8. NHE8 plays important roles in gastric mucosal protection

    Science.gov (United States)

    Xu, Hua; Li, Jing; Chen, Huacong; Wang, Chunhui

    2013-01-01

    Sodium/hydrogen exchanger (NHE) 8 is an apically expressed membrane protein in the intestinal epithelial cells. It plays important roles in sodium absorption and bicarbonate secretion in the intestine. Although NHE8 mRNA has been detected in the stomach, the precise location and physiological role of NHE8 in the gastric glands remain unclear. In the current study, we successfully detected the expression of NHE8 in the glandular region of the stomach by Western blotting and located NHE8 protein at the apical membrane in the surface mucous cells by a confocal microscopic method. We also identified the expression of downregulated-in-adenoma (DRA) in the surface mucous cells in the stomach. Using NHE8−/− mice, we found that NHE8 plays little or no role in basal gastric acid production, yet NHE8−/− mice have reduced gastric mucosal surface pH and higher incidence of developing gastric ulcer. DRA expression was reduced significantly in the stomach in NHE8−/− mice. The propensity for gastric ulcer, reduced mucosal surface pH, and low DRA expression suggest that NHE8 is indirectly involved in gastric bicarbonate secretion and gastric mucosal protection. PMID:23220221

  9. Older women play predominant role in building social ties and ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    2016-08-03

    Aug 3, 2016 ... Older women play predominant role in building social ties and preventing ... brief demonstrates their contribution to building social cohesion and driving ... From learning to policy-oriented research: Lessons from South Africa's ...

  10. Playing in "Trelis Weyr": Investigating Collaborative Practices in a "Dragons of Pern" Role-Play-Game Forum

    Science.gov (United States)

    Alley, Kathleen M.

    2013-01-01

    This descriptive case study examined adolescents' and emerging adults' literate and social practices within the context of a role-play-game (RPG) forum, investigating the ways participants read and collaboratively composed within this space. As a researcher, I was interested in how this space functioned and how the interactions between…

  11. Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world

    OpenAIRE

    Kongmee, Isara; Strachan, Rebecca; Montgomery, Catherine; Pickard, Alison

    2011-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also for education. The aim of this research project is to investigate the use of commercial MMORPGs to support second language teaching. MMORPGs offer a digital safe space in which students can communicate by using their target language with global players. This qualitative research based on ethnography and action research investigates the s...

  12. Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey.

    Science.gov (United States)

    Zanetta Dauriat, Francesca; Zermatten, Ariane; Billieux, Joël; Thorens, Gabriel; Bondolfi, Guido; Zullino, Daniele; Khazaal, Yasser

    2011-01-01

    Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. A total of 696 gamers responded to an online survey. Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs. Copyright © 2011 S. Karger AG, Basel.

  13. 25 CFR 900.229 - What role will the awarding official play during an appeal?

    Science.gov (United States)

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false What role will the awarding official play during an appeal? 900.229 Section 900.229 Indians BUREAU OF INDIAN AFFAIRS, DEPARTMENT OF THE INTERIOR, AND INDIAN... EDUCATION ASSISTANCE ACT Post-Award Contract Disputes § 900.229 What role will the awarding official play...

  14. Association of sleep disturbances with TV and satellite watching and video games playing in 14-17 years old high school students of Qazvin

    Directory of Open Access Journals (Sweden)

    Sh. Jalilolghadr

    2017-06-01

    Full Text Available Background: Sleep plays an important role in health. Reduced levels of attention, learning and memory are of adverse outcomes of sleep disorders in students. Objective: The aim of this study was to determine the association of sleep disturbances with watching TV and satellite and playing video games in 14-17 years old high school students of Qazvin. Methods: This cross sectional study was conducted in 653 high school students (14-17 years old in Qazvin that were selected by multistage cluster random sampling method (2013-2014. Data were collected through Pediatric Sleep Questionnaire (PSQ and BEARS questionnaires. Data were analyzed using Chi-square test, T-test, ANOVA and logistic regression analysis. Findings: From 653 students, 392 (60% were female. The mean age was 15.73±0.99 years. The most prevalent sleep disturbances were waking up at night (74.4%, daytime sleepiness (69.8%, napping after school (66.6%, and nightmare (51.1%, respectively. Daytime sleepiness, nightmares, sleep after waking up, falling asleep in school, and nap after school time had significant association with watching satellite. Conclusion: With regards to the results, prevalence of sleep disorders was high in high school students of Qazvin and sleep disturbances were associated with duration of watching satellite.

  15. Cross Ethnic Friendship among Multi-ethnic Students and Teacher’s Role in Supporting Cultural Diversity in School

    Directory of Open Access Journals (Sweden)

    Ahmad Yasmin

    2018-01-01

    Full Text Available This article presents an in-depth discussion about cross ethnic friendship among students and teacher's role in supporting the cultural diversity that exists in school. The school which consist of students from various ethnic groups provide space and opportunities for students to interact socially with peers either from the same or other ethnic groups. On the other hand, the school that consists of only one ethnic group limits the opportunity for students to interact with friends from different ethnic groups. Students who have attended the schools that are not diverse in terms of ethnicity were reported having more friends from the same ethnic group. A positive relationship between individuals from different ethnic groups led to the reduction in prejudice, enhance the sense of common identity and closeness among individuals. Teachers as agents of unity should play an important role in assisting students to acquire the necessary social skills that enables them to interact effectively with students from different ethnic, cultural and languages which consequently create a harmony cross ethnic friendships among multi-ethnic students in school.

  16. On-Line Role-Play as a Teaching Method in Engineering Studies

    Science.gov (United States)

    Cobo, Adolfo; Conde, Olga Ma.; Quintela, Ma. Ángeles; Mirapéix, Jesús Ma.; López-Higuera, José Miguel

    2011-01-01

    In this paper we propose adapting role-play teaching methodology to engineering studies. The role of a maintenance technician, a relevant job profile for engineering graduates is has chosen. The interaction is based on email exchange, with the instructor included in the simulation to help guide the activity and achieve learning objectives. In this…

  17. Social interactions in massively multiplayer online role-playing gamers.

    Science.gov (United States)

    Cole, Helena; Griffiths, Mark D

    2007-08-01

    To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

  18. The role of student surgical interest groups and surgical Olympiads in anatomical and surgical undergraduate training in Russia.

    Science.gov (United States)

    Dydykin, Sergey; Kapitonova, Marina

    2015-01-01

    Traditional department-based surgical interest groups in Russian medical schools are useful tools for student-based selection of specialty training. They also form a nucleus for initiating research activities among undergraduate students. In Russia, the Departments of Topographical Anatomy and Operative Surgery play an important role in initiating student-led research and providing learners with advanced, practical surgical skills. In tandem with department-led activities, student surgical interest groups prepare learners through surgical competitions, known as "Surgical Olympiads," which have been conducted in many Russian centers on a regular basis since 1988. Surgical Olympiads stimulate student interest in the development of surgical skills before graduation and encourage students to choose surgery as their postgraduate specialty. Many of the participants in these surgical Olympiads have become highly qualified specialists in general surgery, orthopedic surgery, neurosurgery, urology, gynecology, and emergency medicine. The present article emphasizes the role of student interest groups and surgical Olympiads in clinical anatomical and surgical undergraduate training in Russia. © 2015 American Association of Anatomists.

  19. Use of Drama Students as "Clients" in Teaching Abnormal Psychology.

    Science.gov (United States)

    Gilliland, Kirby

    1982-01-01

    Describes the use of drama students to role play subjects of case studies in simulations of standard interviews in a college-level abnormal psychology class. Graduate drama students role-played clients in interviews with instructors or student panels. After the interviews, class discussion covered alternative possible diagnoses and possible…

  20. Acute stress in residents playing different roles during emergency simulations: a preliminary study.

    Science.gov (United States)

    Dias, Roger Daglius; Scalabrini-Neto, Augusto

    2017-06-19

    To investigate acute stress response in residents playing nurse and physician roles during emergency simulations. Sixteen second-year internal medicine residents participated in teams of four (two playing physician roles and two playing nurse roles). Stress markers were assessed in 24 simulations at baseline (T1) and immediately after the scenario (T2), using heart rate, systolic and diastolic blood pressure, salivary α-amylase, salivary cortisol and salivary interleukin-1β. The State-Trait Anxiety Inventory was applied at T2. Continuous data were summarized for the median (1st-3rd interquartile ranges), and the Mann-Whitney U Test was used to compare the groups. The percent variations of the stress markers in the physician and nurse roles, respectively, were the following: heart rate: 70.5% (46.0-136.5) versus 53.0% (29.5-117.0), U=89.00, p=0.35; systolic blood pressure: 3.0% (0.0-10.0) versus 2.0% (-2.0-9.0), U=59.50, p=0.46; diastolic blood pressure: 5.5% (0.0-13.5) versus 0.0% (0.0-11.5), U=91.50, p=0.27; α-amylase: -5.35% (-62.70-73.90) versus 42.3% (12.4-133.8), U=23.00, p=0.08; cortisol: 35.3% (22.2-83.5) versus 42.3% (12.4-133.8), U=64.00, p=0.08); and interleukin-1β: 54.4% (21.9-109.3) versus 112.55% (29.7-263.3), U= 24.00, p=0.277. For the physician and nurse roles, respectively, the average heart rate was 101.5 (92.0-104.0) versus 91.0 (83.0-99.5) beats per minute, U=96.50, p=0.160; and the state anxiety inventory score was 44.0 (40.0-50.0) versus 42.0 (37.50-48.0) points, U= 89.50, p=0.319. Different roles during emergency simulations evoked similar participants' engagement, as indicated by acute stress levels. Role-play strategies can provide high psychological fidelity for simulation-based training, and these results reinforce the potential of role-play methodologies in medical education.

  1. Financial socialization of first-year college students: the roles of parents, work, and education.

    Science.gov (United States)

    Shim, Soyeon; Barber, Bonnie L; Card, Noel A; Xiao, Jing Jian; Serido, Joyce

    2010-12-01

    This cross-sectional study tests a conceptual financial socialization process model, specifying four-levels that connect anticipatory socialization during adolescence to young adults' current financial learning, to their financial attitudes, and to their financial behavior. A total of 2,098 first-year college students (61.9% females) participated in the survey, representing a diverse ethnic group (32.6% minority participation: Hispanic 14.9%, Asian/Asian American 9%, Black 3.4%, Native American 1.8% and other 3.5%). Structural equation modeling indicated that parents, work, and high school financial education during adolescence predicted young adults' current financial learning, attitude and behavior, with the role played by parents substantially greater than the role played by work experience and high school financial education combined. Data also supported the proposed hierarchical financial socialization four-level model, indicating that early financial socialization is related to financial learning, which in turn is related to financial attitudes and subsequently to financial behavior. The study presents a discussion of how the theories of consumer socialization and planned behavior were combined effectively to depict the financial development of young adults. Several practical implications are also provided for parents, educators and students.

  2. Role of Student Affairs in International Student Transition and Success

    OpenAIRE

    Christina W. Yao; Chrystal A. George Mwangi

    2017-01-01

    International student mobility has grown significantly in recent years, with over 4.1 million students in 2013 who studied abroad around the world (Institute of International Education [IIE], 2016). With the changes in student demographics and increased mobility, student affairs professionals are in a unique role to support international student transition and success. Unfortunately, current research and practice in higher education tends to place a high level of respo...

  3. A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

    Science.gov (United States)

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2012-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…

  4. Prototyping Tool for Web-Based Multiuser Online Role-Playing Game

    Science.gov (United States)

    Okamoto, Shusuke; Kamada, Masaru; Yonekura, Tatsuhiro

    This letter proposes a prototyping tool for Web-based Multiuser Online Role-Playing Game (MORPG). The design goal is to make this tool simple and powerful. The tool is comprised of a GUI editor, a translator and a runtime environment. The GUI editor is used to edit state-transition diagrams, each of which defines the behavior of the fictional characters. The state-transition diagrams are translated into C program codes, which plays the role of a game engine in RPG system. The runtime environment includes PHP, JavaScript with Ajax and HTML. So the prototype system can be played on the usual Web browser, such as Fire-fox, Safari and IE. On a click or key press by a player, the Web browser sends it to the Web server to reflect its consequence on the screens which other players are looking at. Prospected users of this tool include programming novices and schoolchildren. The knowledge or skill of any specific programming languages is not required to create state-transition diagrams. Its structure is not only suitable for the definition of a character behavior but also intuitive to help novices understand. Therefore, the users can easily create Web-based MORPG system with the tool.

  5. The role of structural characteristics in problem video game playing: a review

    OpenAIRE

    King, DL; Delfabbro, PH; Griffiths, MD

    2010-01-01

    The structural characteristics of video games may play an important role in explaining why some people play video games to excess. This paper provides a review of the literature on structural features of video games and the psychological experience of playing video games. The dominant view of the appeal of video games is based on operant conditioning theory and the notion that video games satisfy various needs for social interaction and belonging. However, there is a lack of experimental and ...

  6. Learning by Doing in Leadership Education: Experiencing Followership and Effective Leadership Communication through Role-Play

    Science.gov (United States)

    Tabak, Filiz; Lebron, Mariana

    2017-01-01

    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…

  7. Understanding the role played by parents, culture and the school ...

    African Journals Online (AJOL)

    Understanding the role played by parents, culture and the school curriculum in socializing young women on sexual health issues in rural South African communities. ... highlight a need for designing interventions that can create awareness for parents on the current developmental needs and sexual behavior of adolescents.

  8. Supporting Student Mental Health: The Role of the School Nurse in Coordinated School Mental Health Care

    Science.gov (United States)

    Bohnenkamp, Jill H.; Stephan, Sharon H.; Bobo, Nichole

    2015-01-01

    School nurses play a critical role in the provision of mental health services in the school environment and are valuable members of the coordinated student mental health team. They possess expertise to navigate in today's complicated educational and health care systems, and it is estimated that school nurses spend 33% of their time addressing…

  9. Gambling behaviors among university youth: does one's religious affiliation and level of religiosity play a role?

    Science.gov (United States)

    Ghandour, Lilian A; El Sayed, Donna S

    2013-03-01

    This study investigated the association between religion, religiosity, and gambling using a cross-sectional sample of 570 American University of Beirut students, who self-filled an anonymous English questionnaire. About half (55%) were lifetime gamblers, of which 12% screened as problem/pathological gamblers. Controlling for other demographics and lifetime substance use, Christian students (vs. Muslims) had higher odds of lifetime gambling [6.6 (3.6, 12.2)], any strategic gambling [2.7 (1.2, 5.9)], social nonproblem gambling (SNPG) [7.6 (4.6, 12.3)], and problem/pathological gambling (PG) [6.8(1.8, 26.5)]. Students who never/rarely practiced their faith were 3.6 times as likely [95% CI: 1.5, 8.7] to report lifetime gambling, 3.7 times as likely to report SNPG (vs. NG) [95% CI: 1.3, 10.6], and 7 times as likely to screen for PG (vs. NG) [95% CI: 1.8, 27.4]. Decreased religious importance was associated with greater odds of lifetime gambling, SNPG and PG (vs. nongambling). Stronger associations were observed among Muslims. Religion and religiosity seem to play a protective role, particularly among Muslims whose faith strictly prohibits gambling. (PsycINFO Database Record (c) 2013 APA, all rights reserved).

  10. Causes and Effects of Online Video Game Playing Among Junior-Senior High School Students in Malang East Java

    OpenAIRE

    Eskasasnanda, I Dewa Putu

    2017-01-01

    Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia. The traditional games that are famous formerly have been replaced by the modern games like online video game. This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang. This study reveal that students play video games online due to peers pressure; a...

  11. Dating violence and posttraumatic stress disorder symptoms in Taiwanese college students: the roles of cultural beliefs.

    Science.gov (United States)

    Shen, April Chiung-Tao

    2014-03-01

    This study has examined the effects that young adults' experience of dating-violence victimization can have on their manifestation of posttraumatic stress disorder (PTSD) symptoms. This study has also examined the possible roles that cultural beliefs can play in dating-violence experience, coping choices, and PTSD symptoms. This study has used self-reporting measures to collect data from a nationally stratified random sample of 1,018 college students in Taiwan. Results demonstrate that college students who had experienced dating-violence victimization reported higher levels of PTSD symptoms than those who had not. The results reveal that psychological-violence victimization and cultural beliefs have direct and indirect effects on PTSD symptoms via the mediation of young adults' use of emotion-focused coping strategies. Greater frequencies of psychological-violence victimization were associated with a greater use of emotion-focused coping, which was in turn associated with increases in PTSD symptoms. This study illustrates that traditional Chinese beliefs have played significant roles in exacerbating the risk for dating violence and PTSD, and in shaping victims' coping choices with dating violence.

  12. Exploring Partnerships between Local Communities and Timber Companies: An Experiment Using the Role-Playing Games Approach

    Directory of Open Access Journals (Sweden)

    Herry Purnomo

    2009-01-01

    Full Text Available Cooperation among stakeholders is widely accepted as an effective management strategy. This paper describes an experimental study that explores this cooperation using role-playing games, which is formulated within a multiagent simulation framework. This framework enables participants to take active roles in mimicking the collaborative decision environment and the behaviors and attitudes of the different stakeholders. The paper examines a forest plantation company in South Sumatra, Indonesia, which has cooperated with local communities since 2000. The experimental pilot study described in this paper explored the role of communication in partnership relationships between the company and the local communities living within and around the surroundings of the company's plantation. These partnerships were explored and analyzed using the gaming approach involving university students taking the role of forest stakeholders, from both the timber company and the local communities. Lessons learned from the game provided the rationale for the establishment of a communication institution called “Forum Sebahu Sejalan.” This formal forum was constituted after a facilitated ex-postinteraction between representatives from the timber company and local communities. Results and observations drawn from the interactions show the potentials of the RPG approach and the formal forum in crafting resilient partnerships among stakeholders.

  13. Exploring Partnerships between Local Communities and Timber Companies: An Experiment Using the Role-Playing Games Approach

    International Nuclear Information System (INIS)

    Purnomo, H.; Guizol, Ph.; Mendoza, G.A.

    2009-01-01

    Cooperation among stake holders is widely accepted as an effective management strategy. This paper describes an experimental study that explores this cooperation using role-playing games, which is formulated within a multi agent simulation framework. This framework enables participants to take active roles in mimicking the collaborative decision environment and the behaviors and attitudes of the different stake holders. The paper examines a forest plantation company in South Sumatra, Indonesia, which has cooperated with local communities since 2000. The experimental pilot study described in this paper explored the role of communication in partnership relationships between the company and the local communities living within and around the surroundings of the company's plantation. These partnerships were explored and analyzed using the gaming approach involving university students taking the role of forest stake holders, from both the timber company and the local communities. Lessons learned from the game provided the rationale for the establishment of a communication institution called Forum Sebahu Sejalan. This formal forum was constituted after a facilitated ex-post interaction between representatives from the timber company and local communities. Results and observations drawn from the interactions show the potentials of the RPG approach and the formal forum in crafting resilient partnerships among stake holders.

  14. Problematic usage among highly-engaged players of massively multiplayer online role playing games.

    Science.gov (United States)

    Peters, Christopher S; Malesky, L Alvin

    2008-08-01

    One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. Factor analysis revealed one factor related to problematic usage, which was correlated with amount of time played, and personality characteristics of agreeableness, conscientiousness, neuroticism, and extraversion.

  15. Canadian Early Childhood Educators' Perceptions of Young Children's Gender-Role Play and Cultural Identity

    Science.gov (United States)

    Servos, Jennifer E.; Dewar, Brandy A.; Bosacki, Sandra L.; Coplan, Robert J.

    2016-01-01

    This article investigates early childhood educators' perceptions of children's gender-role play and the impact their cultural background plays in their gender identity and play behaviors. Through qualitative in-depth interviews, early childhood educators in Canada (n = 40) were asked questions relating to their experiences with children from…

  16. Metaphoric Perceptions of the Students of the Sports Sciences Faculty Regarding the Concept of Fair-Play

    Science.gov (United States)

    Çaglayan, Hakan Salim; Gül, Özgür

    2017-01-01

    The objective of this study is to reveal the perceptions of the students of the sports sciences faculty regarding the concept of "Fair-Play" by means of metaphors. 275 students [male[subscript (n = 173)], female [subscript (n = 102)

  17. Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games

    Directory of Open Access Journals (Sweden)

    Marinova T.Y.

    2015-09-01

    Full Text Available The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing gaming addiction cannot be applied to this particular form of addictive behavior.

  18. En introduktion til CARM: The Conversation Analytic Role-Play Method

    DEFF Research Database (Denmark)

    Lange, Simon Bierring

    2014-01-01

    Dette working paper er en introduktion til og kort diskussion af workshopmetoden Conversation Analytic Role-Play Method (CARM), som er en metode udviklet til at afholde workshops på baggrund af resultater fra interaktionsanalyser. Artiklen er den første introduktion til CARM-metoden på dansk, og...

  19. Role of Social Well-Being and Academic Vitality in Predicting the Academic Motivation in Nursing Students

    Directory of Open Access Journals (Sweden)

    Abbasi M.

    2016-02-01

    Full Text Available Aims: Due to the studentship stressful factors and challenging clinical conditions and internship, the nursing students undergo emotional exhaustion and academic burnout. The outcomes might, also, negatively affect their academic engagement and functions. The aim of this study was to explain the academic motivation of the nursing students based on the social welfare and vitality.  Instrument & Methods: In the correlational study, the nursing students of Arak University of Medical Sciences were studied in the academic year 2014-15. 210 students were selected via available sampling. Data was collected using academic motivation, Kees social welfare, and academic vitality questionnaires. Data was analyzed by SPSS 18 software using Pearson correlation and multivariate regression tests. Findings: The total mean scores of social welfare, academic motivation, and academic vitality were 98.68±13.21, 40.55±5.98, and 18.58±7.58, respectively. There were significant and positive correlations between social welfare and academic motivation (r=0.183; p<0.001 and the subscales including emotional motivation (r=0.103; p<0.048 and cognitive motivation (r=0.154; p<0.003. Due to the lack of any correlation between academic vitality and academic motivation and its sub-scales, the academic vitality could not predict the academic motivation. Nevertheless, the social welfare could predict 33% of the variance of academic motivation. Conclusion: The social welfare plays an important role to determine the academic motivation of nursing students. Nevertheless, academic vitality plays no role

  20. The role played by recruitment agencies in the emigration of South ...

    African Journals Online (AJOL)

    The role played by recruitment agencies in the emigration of South African nurses. ... Many nurses who leave the Republic of South Africa might use recruitment agencies' assistance. These concerns raised by ... AJOL African Journals Online.

  1. Contrasting Roles of Dopamine and Noradrenaline in the Motivational Properties of Social Play Behavior in Rats.

    Science.gov (United States)

    Achterberg, E J Marijke; van Kerkhof, Linda W M; Servadio, Michela; van Swieten, Maaike M H; Houwing, Danielle J; Aalderink, Mandy; Driel, Nina V; Trezza, Viviana; Vanderschuren, Louk J M J

    2016-02-01

    Social play behavior, abundant in the young of most mammalian species, is thought to be important for social and cognitive development. Social play is highly rewarding, and as such, the expression of social play depends on its pleasurable and motivational properties. Since the motivational properties of social play have only sporadically been investigated, we developed a setup in which rats responded for social play under a progressive ratio schedule of reinforcement. Dopaminergic neurotransmission plays a key role in incentive motivational processes, and both dopamine and noradrenaline have been implicated in the modulation of social play behavior. Therefore, we investigated the role of dopamine and noradrenaline in the motivation for social play. Treatment with the psychostimulant drugs methylphenidate and cocaine increased responding for social play, but suppressed its expression during reinforced play periods. The dopamine reuptake inhibitor GBR-12909 increased responding for social play, but did not affect its expression, whereas the noradrenaline reuptake inhibitor atomoxetine decreased responding for social play as well as its expression. The effects of methylphenidate and cocaine on responding for social play, but not their play-suppressant effects, were blocked by pretreatment with the dopamine receptor antagonist α-flupenthixol. In contrast, pretreatment with the α2-adrenoceptor antagonist RX821002 prevented the play-suppressant effect of methylphenidate, but left its effect on responding for social play unaltered. In sum, the present study introduces a novel method to study the incentive motivational properties of social play behavior in rats. Using this paradigm, we demonstrate dissociable roles for dopamine and noradrenaline in social play behavior: dopamine stimulates the motivation for social play, whereas noradrenaline negatively modulates the motivation for social play behavior and its expression.

  2. Validity of the Inventory of Interpersonal Problems (IIP-64) for predicting assertiveness in role-play situations.

    Science.gov (United States)

    Leising, Daniel; Rehbein, Diana; Sporberg, Doreen

    2007-10-01

    The Inventory of Interpersonal Problems (IIP-64; Horowitz, Alden, Wiggins, & Pincus, 2000) is a self-report measure of maladaptive relationship behavior. Ninety-five adult female participants completed the IIP-64 and then interacted with a same-sex confederate in three diagnostic role plays, designed to evoke assertive responses. After each role play, both the participant and the confederate judged how assertive the participant had been, using two subscales from the Interpersonal Adjective Scales (IAS; Wiggins, 1995). The participants' general self-images, assessed with the IIP-64, were quite congruent with how they judged their own assertiveness in the role plays. But when role-play assertiveness was judged by the confederate, the match with the participants' general self-images was considerably lower. Our results indicate that self-reported interpersonal problems do not converge well with external judgments of interpersonal behavior.

  3. Alcohol industry sponsorship and hazardous drinking in UK university students who play sport.

    Science.gov (United States)

    O'Brien, Kerry S; Ferris, Jason; Greenlees, Ian; Jowett, Sophia; Rhind, Daniel; Cook, Penny A; Kypri, Kypros

    2014-10-01

    To examine whether receipt of alcohol industry sponsorship is associated with problematic drinking in UK university students who play sport. University students (n = 2450) participating in sports were invited to complete a pen-and-paper questionnaire by research staff approaching them at sporting facilities and in university settings. Respondents were asked whether they, personally, their team and/or their club were currently in receipt of sponsorship (e.g. money, free or subsidized travel or sporting products) from an alcohol-related industry (e.g. bars, liquor stores, wholesalers), and whether they had solicited the sponsorship. Drinking was assessed using the Alcohol Use Disorders Identification Test (AUDIT). Questionnaires were completed by 2048 of those approached (response rate = 83%). Alcohol industry sponsorship was reported by 36% of the sample. After accounting for confounders (age, gender, disposable income and location) in multivariable models, receipt of alcohol sponsorship by a team (adjusted βadj  = 0.41, P = 0.013), club (βadj  = 0.73, P = 0.017), team and club (βadj  = 0.79, P = 0.002) and combinations of individual and team or club sponsorships (βadj  = 1.27, P 8). Respondents who sought out sponsorship were not at greater risk than respondents, or whose teams or clubs, had been approached by the alcohol industry. University students in the United Kingdom who play sport and who personally receive alcohol industry sponsorship or whose club or team receives alcohol industry sponsorship appear to have more problematic drinking behaviour than UK university students who play sport and receive no alcohol industry sponsorship. Policy to reduce or cease such sponsorship should be considered. © 2014 Society for the Study of Addiction.

  4. ESENSIALITAS METODE STAD (STUDENT TEAMS ACHIEVEMENT DIVISION UNTUK PENDALAMAN MATERI BAHASA INDONESIA DI SEKOLAH

    Directory of Open Access Journals (Sweden)

    Siti Nurhidayatul hasanah

    2015-06-01

    Full Text Available In the presence a portion student that declares for that Indonesian study really palls is fairly, since they have perceived can and forwarding material which unattractive so at second hand student become arrest deep frail that material. As teacher of Indonesian was necessarily feels happening learning problem all this time. So teacher necessarily tries do changes in Indonesian learning at within class. One of change which is done by use of method role play and STAD'S method (Student Teams Achievement division in standart interest converses and reading. In learning Tells hobby, can be done by use of method role play so makes student more active. Method role play understanding language as skill of straightforward speaking with bases student life in masayarakat. Method role play well-matched being applied while teacher does speaking learning with aided with role card.

  5. Using Massively Multiplayer Online Role-Playing Games for Online Learning

    Science.gov (United States)

    Childress, Marcus D.; Braswell, Ray

    2006-01-01

    This article addresses the use of a massively multiplayer online role-playing game (MMORPG) to foster communication and interaction and to facilitate cooperative learning in an online course. The authors delineate the definition and history of massively multiplayer online games (MMOGs), and describe current uses of MMORPGs in education, including…

  6. From MMORPG to a Classroom Multiplayer Presential Role Playing Game

    Science.gov (United States)

    Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco

    2010-01-01

    The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…

  7. Students Dig Deep in the Mystery Soil Lab: A Playful, Inquiry-Based Soil Laboratory Project

    Science.gov (United States)

    Thiet, Rachel K.

    2014-01-01

    The Mystery Soil Lab, a playful, inquiry-based laboratory project, is designed to develop students' skills of inquiry, soil analysis, and synthesis of foundational concepts in soil science and soil ecology. Student groups are given the charge to explore and identify a "Mystery Soil" collected from a unique landscape within a 10-mile…

  8. Social relationships play a role in sleep status in Chinese undergraduate students.

    Science.gov (United States)

    Jin, Yulian; Ding, Zheyuan; Fei, Ying; Jin, Wen; Liu, Hui; Chen, Zexin; Zheng, Shuangshuang; Wang, Lijuan; Wang, Zhaopin; Zhang, Shanchun; Yu, Yunxian

    2014-12-15

    The purpose of this study was to examine whether social relationships were associated with sleep status in Chinese undergraduate students. A cross-sectional questionnaire survey was conducted in November 2012 at Huzhou Teachers College, China. The questionnaire involved demographic characteristics, personal lifestyle habits, social relationships and Pittsburgh Sleep Quality Index (PSQI). The associations between social relationships and sleep status were analyzed by using regression models after adjustment for potential factors. Poor sleep quality was prevalent among Chinese undergraduate students. Men tended to have better sleep than women. Lower social stress, better management of stress and good social support were correlated with better sleep status, and stress or support from friends, family and classmates were all related with sleep variables. While only weak associations between number of friends and sleep were detected. The results were consistent in men and women. Educators and instructors should be aware of the importance of social relationships as well as healthy sleep in undergraduates. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  9. Investigating Students' Perceived Discipline Relevance Subsequent to Playing Educational Computer Games: A Personal Interest and Self-Determination Theory Approach

    Science.gov (United States)

    Sorebo, Oystein; Haehre, Reidar

    2012-01-01

    The purpose of this study is to explain students' perceived relevance of playing an educational game as a means for development of discipline competence. Based on self-determination theory and the concept of personal interest, we propose that: Satisfying students' basic needs for competence, autonomy, and relatedness when playing educational games…

  10. Drinking game play among first-year college student drinkers: an event-specific analysis of the risk for alcohol use and problems.

    Science.gov (United States)

    Ray, Anne E; Stapleton, Jerod L; Turrisi, Rob; Mun, Eun-Young

    2014-09-01

    College students who play drinking games (DGs) more frequently report higher levels of alcohol use and experience more alcohol-related harm. However, the extent to which they are at risk for increased consumption and harm as a result of DG play on a given event after accounting for their typical DG participation, and typical and event drinking, is unclear. We examined whether first-year students consumed more alcohol and were more likely to experience consequences on drinking occasions when they played DGs. Participants (n = 336) completed up to six web-based surveys following weekend drinking events in their first semester. Alcohol use, DG play, and consequences were reported for the Friday and Saturday prior to each survey. Typical DG tendencies were controlled in all models. Typical and event alcohol use were controlled in models predicting risk for consequences. Participants consumed more alcohol on DG versus non-DG events. All students were more likely to experience blackout drinking consequences when they played DGs. Women were more likely to experience social-interpersonal consequences when they played DGs. DG play is an event-specific risk factor for increased alcohol use among first-year students, regardless of individual DG play tendencies. Further, event DG play signals increased risk for blackout drinking consequences for all students, and social-interpersonal consequences for women, aside from the amount of alcohol consumed on those occasions as well as typical drinking behaviors. Prevention efforts to reduce high-risk drinking may be strengthened by highlighting both event- and person-specific risks of DG play.

  11. Using group role-playing games with gifted children and adolescents: A psychosocial intervention model

    OpenAIRE

    Rosselet, J. G.; Stauffer, S. D.

    2013-01-01

    Gifted children develop asynchronously, often advanced for their age cognitively, but at or between their chronological and mental ages socially and emotionally (Robinson, 2008). In order to help gifted children and adolescents develop and practice social and emotional self-regulation skills, we investigated the use of an Adlerian play therapy approach during pen-and-paper role-playing games. Additionally, we used Goffman's (1961, 1974) social role identification and distance to encourage par...

  12. Biodiversity conservation and climate mitigation: What role can economic instruments play?

    NARCIS (Netherlands)

    Ring, I.; Drechsler, M.; Teeffelen, van A.J.A.; Irawan, S.; Venter, O.

    2010-01-01

    Tradable permits and intergovernmental fiscal transfers play an increasing role in both biodiversity conservation and climate mitigation. In comparison to regulatory and planning approaches these economic instruments offer a more flexible and cost-effective approach to biodiversity conservation.

  13. Highlight: Private sector could play a major role in feeding Africa ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    2014-09-08

    Sep 8, 2014 ... Highlight: Private sector could play a major role in feeding Africa ... scale, we will need to involve the private sector," said IDRC President Jean Lebel. ... There is ample evidence that addressing gender inequalities and ...

  14. On play and playing.

    Science.gov (United States)

    Rudan, Dusko

    2013-12-01

    The paper offers a review of the development of the concept of play and playing. The true beginnings of the development of the theories of play are set as late as in the 19th century. It is difficult to define play as such; it may much more easily be defined through its antipode--work. In the beginning, play used to be connected with education; it was not before Freud's theory of psychoanalysis and Piaget's developmental psychology that the importance of play in a child's development began to be explained in more detail. The paper further tackles the role of play in the adult age. Detailed attention is paid to psychodynamic and psychoanalytic authors, in particular D. W. Winnicott and his understanding of playing in the intermediary (transitional) empirical or experiential space. In other words, playing occupies a space and time of its own. The neuroscientific concept of playing is also tackled, in the connection with development as well.

  15. When You are more Likely to Die of Cancer than Become an Academic: What is the Role of PhD students?

    Directory of Open Access Journals (Sweden)

    Doug Rocks-Macqueen

    2016-04-01

    Full Text Available It was 25 years ago that 'Papers from the Institute of Archaeology' (PIA was launched by postgraduates at the Institute of Archaeology. In the introduction to the first issue David Harris, then Director of the Institute, described the role postgraduates played in creating the journal: ‘I am therefore delighted that several of our current research students have taken the initiative – and put in the necessary sustained effort – to launch Papers from the Institute of Archaeology (PIA. The appearance of this first issue of PIA is the result of much hard work by a dedicated group of postgraduates who not only assumed responsibility for the practicalities of production but also for extracting the contributions from their colleagues and editing them to a high standard! The result is a substantive contribution to archaeological scholarship…’ David Harris (1990 That opening shows a glimpse of the different roles that PhD students play in archaeology: contributors to archaeological scholarship, managers of journals, editors, and much more. It was the role of PhD students in archaeology that I was asked to write about as the opening for this, the 25th anniversary PIA lead article.

  16. Effects of playing mathematics computer games on primary school students' multiplicative reasoning ability

    NARCIS (Netherlands)

    Bakker, Marjoke; Van den Heuvel-Panhuizen, M.; Robitzsch, Alexander

    2015-01-01

    This study used a large-scale cluster randomized longitudinal experiment (N=719; 35schools) to investigate the effects of online mathematics mini-games on primary school students' multiplicative reasoning ability. The experiment included four conditions: playing at school, integrated in a lesson

  17. The good student is more than a listener - The 12+1 roles of the medical student.

    Science.gov (United States)

    Karakitsiou, D E; Markou, A; Kyriakou, P; Pieri, M; Abuaita, M; Bourousis, E; Hido, T; Tsatsaragkou, A; Boukali, A; de Burbure, C; Dimoliatis, I D K

    2012-01-01

    The process of medical education, particularly in the fast evolving new era of medical metaschools, is a broad and complex issue. Harden & Crosby claimed that a good teacher is more than a lecturer, and identified 12 roles that certify a good and capable teacher. However, this is only half the truth: the good student is more than a listener. Teaching-and-learning is not simply a one-way process, and, as medical students are not children, the relationship between teacher and students involves andragogy rather than pedagogy. We therefore propose the 12+1 roles of the student. SUMMARY OF WORK: The Harden & Crosby paper was distributed in a class of 90 third year Ioannina University medical students, who were asked to think about the student's roles. A small discussion group brainstormed ideas, which were then refined further by the authors. 12+1 roles of the good medical student were produced and grouped into six areas: information receiver, in lectures and clinical context; role model in learning, in class, with the added subarea of comparative choice of role models; teaching facilitator and teacher's mentor; teacher's assessor and curriculum evaluator; active participator and keeping-up with curriculum; resource consumer/co-creator and medical literature researcher. The ideal student should fulfil the majority if not all of these complementary roles. These 12+1 student's roles are complementary to the 12 roles of the teacher and help reshaping our understanding of today's medical education process.

  18. Students' Understanding of Stern Gerlach Experiment

    International Nuclear Information System (INIS)

    Zhu Guangtian; Singh, Chandralekha

    2009-01-01

    The Stern Gerlach experiment has played a central role in the discovery of spin angular momentum and it has also played a pivotal role in elucidating foundational issues in quantum mechanics. Here, we discuss investigation of students' difficulties related to the Stern Gerlach experiment by giving written tests and interviewing advanced undergraduate and graduate students in quantum mechanics. We also discuss preliminary data that suggest that the Quantum Interactive Learning Tutorial (QuILT) related to the Stern Gerlach experiment is helpful in improving students' understanding of these concepts.

  19. The Role of the School Nurse in the Special Education Process: Part I: Student Identification and Evaluation.

    Science.gov (United States)

    Yonkaitis, Catherine F; Shannon, Robin A

    2017-05-01

    Every U.S. student is entitled to a free and appropriate education. School districts must identify and evaluate any child who they find is unable to engage fully in learning as a participant in the general education curriculum. The Individuals with Disabilities Education Act of 2004 requires that these students be assessed by qualified individuals in any areas that may be impacting learning, including health, vision, hearing, social and emotional status, communicative status, and motor abilities. The school nurse, as the health expert, has an important role to play as a member of the special education team in evaluating whether a student has health concerns that are impacting learning and how health barriers to learning might be reduced. As part of the full and individual evaluation, the school nurse composes a written report and makes recommendations to the team regarding necessary health services and other modifications the student may need. This article (Part 1 of 2) will outline the school nurse's role in identification and evaluation of students who may benefit from special education services.

  20. Using Analogy Role-Play Activity in an Undergraduate Biology Classroom to Show Central Dogma Revision

    Science.gov (United States)

    Takemura, Masaharu; Kurabayashi, Mario

    2014-01-01

    For the study of biology in an undergraduate classroom, a classroom exercise was developed: an analogy role-play to learn mechanisms of gene transcription and protein translation (central dogma). To develop the central dogma role-play exercise, we made DNA and mRNA using paper sheets, tRNA using a wire dress hanger, and amino acids using Lego®…

  1. Exploring the Use of Role Play in a School-Based Programme to Reduce Teenage Pregnancy

    Science.gov (United States)

    Taylor, Myra; Diamini, Nthabiseng; Khanyile, Zama; Mpanza, Lloyd; Sathiparsad, Reshma

    2012-01-01

    Can the use of a method such as role play help reduce sexual risk behaviour among KwaZulu-Natal learners? A study was undertaken of the use of role plays by Grade 8 learners, at eight urban and rural KwaZulu-Natal high schools, as part of a programme to reduce the prevalence of teenage pregnancy. Within the framework of Bandura's Social Cognitive…

  2. Role of a medical student: patient perspectives.

    Science.gov (United States)

    Evans, David; Owen, Stephanie; Green, John

    2017-08-01

    Medical students form an important part of the medical team; however, patients may not be fully aware of their role. Identifying students in the clinical setting is difficult because of their similar attire to other health care professionals. This parity may introduce unethical scenarios where patients may be speaking and consenting to individuals whom they do not recognise as students. A single-sided questionnaire was given to hospital in-patients during a 12-week period. Questions focused on the role of students. With their opinions, patients were given a list of clinical skills and asked whether or not they would allow a student to carry out these skills on themselves. The list included both required and non-required clinical skills by the General Medical Council (GMC). In total, 101 patients participated in the study: 34 males and 67 females. Age at admittance was 63.4 ± 18.0 years; 74.3 per cent of patients were able to identify a student, although 87.1 per cent believed that students should have a designated uniform. Patients were significantly more likely to allow a student to perform required skills on them, as opposed to non-required skills (p student made no difference in the likelihood of consenting to a skill being performed. Identifying students in the clinical setting is difficult CONCLUSIONS: The apparent trade-off between patient safety and providing students with learning opportunities has been of long standing concern. Patients consider GMC-required skills as largely appropriate; however, patients feel that students should be more identifiable, and increasing the awareness of the role and capabilities of a student in patient care is important. © 2016 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  3. The Role of Social Networks in the Adjustment and Academic Success of International Students: A Case Study of a University in the Southwest

    Science.gov (United States)

    Kisang, Benjamin

    2010-01-01

    This study is a qualitative investigation of the role that social networks play in the adjustment and academic success of international students. With large numbers of international students enrolled on US campuses, it is important for practitioners to prepare, understand and address their dynamic needs. Based on social network, social capital and…

  4. What role can nuclear power play in mitigating global warming?

    International Nuclear Information System (INIS)

    Pasztor, J.

    1989-12-01

    The purpose of this paper is to look at nuclear fission, as one of the available options, and evaluate qualitatively the extent to which it can play a role in greenhouse gas reduction strategies during the next three decades. No attempt will be made here to make a quantitative comparison with alternative energy supplies, or with energy efficiency measures

  5. Women play larger role in Latin America's commercial urban waste ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    21 juin 2016 ... The research examines the role women play in marketing urban waste as a commercial enterprise and their important contribution to municipal recyclable waste activities. This book ... De courts téléromans pour encourager l'éducation financière et l'inclusion des femmes au Pérou. Le fait de ne pas avoir ...

  6. Heroes of Resiliency and Reciprocity: Teachers' Supporting Role for Reconceptualizing Superhero Play in Early Childhood Settings

    Science.gov (United States)

    Harris, Kathleen I.

    2016-01-01

    Superhero play is a specialised form of fantasy play with considerable appeal to young children. During superhero play, children have opportunities to pretend and often to play different types of roles within a safe and caring environment. When guided appropriately in an early childhood classroom, superhero play gives young children opportunities…

  7. A Constructive Reframing of Student Roles and Systems Learning in Medical Education Using a Communities of Practice Lens.

    Science.gov (United States)

    Gonzalo, Jed D; Thompson, Britta M; Haidet, Paul; Mann, Karen; Wolpaw, Daniel R

    2017-12-01

    Health systems are in the midst of a transformation that is being driven by a variety of forces. This has important implications for medical educators because clinical practice environments play a key role in learning and professional development, and evolving health systems are beginning to demand that providers have "systems-ready" knowledge, attitudes, and skills. Such implications provide a clear mandate for medical schools to modify their goals and prepare physicians to practice flexibly within teams and effectively contribute to the improvement of health care delivery. In this context, the concepts of value-added medical education, authentic student roles, and health systems science are emerging as increasingly important. In this Article, the authors use a lens informed by communities of practice theory to explore these three concepts, examining the implications that the communities of practice theory has in the constructive reframing of educational practices-particularly common student roles and experiences-and charting future directions for medical education that better align with the needs of the health care system. The authors apply several key features of the communities of practice theory to current experiential roles for students, then propose a new approach to students' clinical experiences-value-added clinical systems learning roles-that provides students with opportunities to make meaningful contributions to patient care while learning health systems science at the patient and population level. Finally, the authors discuss implications for professional role formation and anticipated challenges to the design and implementation of value-added clinical systems learning roles.

  8. Student Power in a Global Perspective and Contemporary Trends in Student Organising

    Science.gov (United States)

    Klemencic, Manja

    2014-01-01

    Students, if organised into representative student governments or movements, can be a highly influential agency shaping higher education policy. This article introduces the Special Issue on student power in a global perspective, which addresses the question of how students are organised in different world regions and what role they play in higher…

  9. Developing an Integrative Play Therapy Group Model for Middle School Male Students to Address Bullying Behaviors

    Science.gov (United States)

    Jordan, Jakarla

    2016-01-01

    This research examines the systematic process of developing an integrative play therapy group model for middle school male students, ages 11-15 who participate in bullying behaviors. Play therapy approaches and evidence-based practices are documented as effective measures for addressing bullying behaviors with children and adolescents. This group…

  10. Arabella’s Valentines and Literary Connections [dot] com: Playing with Eighteenth-Century Gender Online

    Directory of Open Access Journals (Sweden)

    Melanie Holm

    2017-06-01

    Full Text Available This article describes two digital assignments that ask students to imaginatively embody characters from eighteenth-century texts written by women in order to cultivate a greater awareness of the critical role of gender and gender critique in these works. The first of these assignments, “Arabella’s Valentines,” asks students to translate dialogue from Charlotte Lennox’s The Female Quixote as humorous Internet memes. The second assignment, “Literary Connections [dot] com,” asks students to imagine how characters from the course archive might represent themselves on an internet dating site. Through creative role-play facilitated by these digital genres, students engage with the texts in stimulating and playful ways that extends their consideration of writers’ works beyond the page. In the article I explain how these activities were deployed using PowerPoint and Tumblr, and for the second assignment, Google Forms, with step-by-step instructions for replicating the technological aspects of the assignments, and add reflections on the outcome of these assignments for student learning.

  11. Transforming Conflict Resolution Education: Applying Anthropology alongside Your Students

    Science.gov (United States)

    Avruch, Kevin

    2009-01-01

    This article describes the role graduate students can play in transforming their education in the emergent field of Conflict Analysis and Resolution, as occurs at the Institute for Conflict Analysis and Resolution (ICAR), at George Mason University, Washington, DC. It also unpacks how anthropology plays a role in the education of these students at…

  12. IR-induced autophagy plays a role in survival of HeLa cells

    International Nuclear Information System (INIS)

    Kang, Mi Young; Jang, Eun Yeong; Ryu, Tae Ho; Chung, Dong Min; Kim, Jin Hong; Kim, Jin Kyu

    2014-01-01

    Cells respond to stress with repair, or are diverted into irreversible cell cycle exit (senescence) or are eliminated through programmed cell death. There are two major morphologically distinctive forms of programmed cell death, apoptosis and autophagic cell death. Apoptosis contribute to cell death, whereas autophagy can play a dual role in mediating either cell survival or death in response to various stress stimuli. Here we analysed cellular responses induced by IR. The understanding of an appropriate cellular stress response is of crucial importance in foreseeing the cell fate. Apoptotic feagures were not detected in HeLa under our experimental irradiation condition. Autophagic cell death in HeLa may play an important role in cell protection and can result in cell survival

  13. On whether mirror neurons play a significant role in processing affective prosody.

    Science.gov (United States)

    Ramachandra, Vijayachandra

    2009-02-01

    Several behavioral and neuroimaging studies have indicated that both right and left cortical structures and a few subcortical ones are involved in processing affective prosody. Recent investigations have shown that the mirror neuron system plays a crucial role in several higher-level functions such as empathy, theory of mind, language, etc., but no studies so far link the mirror neuron system with affective prosody. In this paper is a speculation that the mirror neuron system, which serves as a common neural substrate for different higher-level functions, may play a significant role in processing affective prosody via its connections with the limbic lobe. Actual research must apply electrophysiological and neuroimaging techniques to assess whether the mirror neuron systems underly affective prosody in humans.

  14. ESL students learning biology: The role of language and social interactions

    Science.gov (United States)

    Jaipal, Kamini

    This study explored three aspects related to ESL students in a mainstream grade 11 biology classroom: (1) the nature of students' participation in classroom activities, (2) the factors that enhanced or constrained ESL students' engagement in social interactions, and (3) the role of language in the learning of science. Ten ESL students were observed over an eight-month period in this biology classroom. Data were collected using qualitative research methods such as participant observation, audio-recordings of lessons, field notes, semi-structured interviews, short lesson recall interviews and students' written work. The study was framed within sociocultural perspectives, particularly the social constructivist perspectives of Vygotsky (1962, 1978) and Wertsch (1991). Data were analysed with respect to the three research aspects. Firstly, the findings showed that ESL students' preferred and exhibited a variety of participation practices that ranged from personal-individual to socio-interactive in nature. Both personal-individual and socio-interactive practices appeared to support science and language learning. Secondly, the findings indicated that ESL students' engagement in classroom social interactions was most likely influenced by the complex interactions between a number of competing factors at the individual, interpersonal and community/cultural levels (Rogoff, Radziszewska, & Masiello, 1995). In this study, six factors that appeared to enhance or constrain ESL students' engagement in classroom social interactions were identified. These factors were socio-cultural factors, prior classroom practice, teaching practices, affective factors, English language proficiency, and participation in the research project. Thirdly, the findings indicated that language played a significant mediational role in ESL students' learning of science. The data revealed that the learning of science terms and concepts can be explained by a functional model of language that includes: (1

  15. Cultural Capital of Migrant Students: Teachers' and Students' Perspectives and Understandings.

    Science.gov (United States)

    Romanowski, Michael H.

    2003-01-01

    A study examined the role played by cultural capital in the education of migrant students. Observations and interviews with administrators, faculty, and students during a summer migrant program in a rural Ohio school district indicate that the cultural capital of migrant students, particularly family loyalty, often conflicted with the cultural…

  16. Colonic fermentation may play a role in lactose intolerance in humans

    NARCIS (Netherlands)

    He, T; Priebe, MG; Harmsen, HJM; Stellaard, F; Sun, XH; Welling, GW; Vonk, RJ

    The results of our previous study suggested that in addition to the small intestinal lactase activity and transit time, colonic processing of lactose may play a role in lactose intolerance. We investigated whether colonic fermentation of lactose is correlated with lactose intolerance. After 28

  17. An Na+/H+ antiporter gene from wheat plays an important role

    Indian Academy of Sciences (India)

    PRAKASH KUMAR

    might play an important role in salt and osmotic stress tolerance in plant cells. [Yu J N, Huang J, ..... of TaNHX2 might be related to salt tolerance in wheat. TaNHX2 might also ... This work was supported by National Basic Research Project.

  18. Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder.

    Science.gov (United States)

    Eichenbaum, Adam; Kattner, Florian; Bradford, Daniel; Gentile, Douglas A; Green, C Shawn

    2015-08-01

    Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madison undergraduates (Mage=18.9 years; SD=1.9 years; 60.5% female) completed questionnaires on general video game playing habits and on symptoms of IGD. Consistent with previous reports: 5.9-10.8% (depending on classification criteria) of individuals who played video games show signs of pathological play. Furthermore, real-time strategy and role-playing video games were more strongly associated with pathological play, compared with action and other games (e.g., phone games). The current investigation adds support to the idea that not all video games are equal. Instead, certain genres of video games, specifically real-time strategy and role-playing/fantasy games, are disproportionately associated with IGD symptoms.

  19. What's in a Name: Exposing Gender Bias in Student Ratings of Teaching

    Science.gov (United States)

    MacNell, Lillian; Driscoll, Adam; Hunt, Andrea N.

    2015-01-01

    Student ratings of teaching play a significant role in career outcomes for higher education instructors. Although instructor gender has been shown to play an important role in influencing student ratings, the extent and nature of that role remains contested. While difficult to separate gender from teaching practices in person, it is possible to…

  20. Coping Self-Efficacy and Academic Stress among Hispanic First-Year College Students: The Moderating Role of Emotional Intelligence

    Science.gov (United States)

    Watson, Joshua C.; Watson, April A.

    2016-01-01

    In this study, the authors examined the role that emotional intelligence plays in moderating the relationship between academic stress and coping self-efficacy among a sample of 125 Hispanic 1st-year college students enrolled at a medium-size, southern Hispanic-serving institution. Results of a 2-stage hierarchical multiple regression analysis…

  1. Facebook Role Play Addiction - A Comorbidity with Multiple Compulsive-Impulsive Spectrum Disorders.

    Science.gov (United States)

    Nathan, Deeepa; Shukla, Lekhansh; Kandasamy, Arun; Benegal, Vivek

    2016-06-01

    Background Problematic Internet use (PIU) is an emerging entity with varied contents. Behavioral addictions have high comorbidity of attention deficit hyperactivity disorder and obsessive-compulsive spectrum disorders. Social networking site (SNS) addiction and role playing game (RPG) addiction are traditionally studied as separate entities. We present a case with excessive Internet use, with a particular focus on phenomenology and psychiatric comorbidities. Case presentation Fifteen-year-old girl with childhood onset attention deficit disorder, obsessive-compulsive disorder, adolescent onset trichotillomania, and disturbed family environment presented with excessive Facebook use. Main online activity was creating profiles in names of mainstream fictional characters and assuming their identity (background, linguistic attributes, etc.). This was a group activity with significant socialization in the virtual world. Craving, salience, withdrawal, mood modification, and conflict were clearly elucidated and significant social and occupational dysfunction was evident. Discussion This case highlights various vulnerability and sociofamilial factors contributing to behavioral addiction. It also highlights the presence of untreated comorbidities in such cases. The difference from contemporary RPGs and uniqueness of role playing on SNS is discussed. SNS role playing as a separate genre of PIU and its potential to reach epidemic proportions are discussed. Conclusions Individuals with temperamental vulnerability are likely to develop behavioral addictions. Identification and management of comorbid conditions are important. The content of PIU continues to evolve and needs further study.

  2. ROLE PLAYING GAMES IN THE CLASSROOM LOS JUEGOS DE ROL EN EL AULA

    Directory of Open Access Journals (Sweden)

    Mario Grande de Prado

    2010-11-01

    Full Text Available Research done on the field of role playing games and their influence on young people's minds produces possitive results, that is to say, they (such games are not dangerous. At the same time, the few articles about role playing games and education show some possitive references about their educational effects. However, role playing games, considered as games, seem not to be relevant as some kind of strategy at Secondary Education nowadays. This article sums up the existing contributions and gives some proposals about their possible implementation.Las investigaciones realizadas en el ámbito de los juegos de rol y su influencia sobre las mentes de los jóvenes arrojan resultados positivos, es decir, no son peligrosos. Al mismo tiempo, los escasos artículos sobre juegos de rol y educación muestran referencias positivas sobre sus efectos educativos. Sin embargo los juegos de rol como tales no parecen ser relevantes actualmente como estrategia en Educación Secundaria. El presente artículo hace un repaso de las aportaciones existentes y realiza algunas propuestas sobre su posible aplicación.

  3. Students Serving Christ: Understanding the Role of Student Subcultures on a College Campus

    Science.gov (United States)

    Magolda, Peter; Ebben, Kelsey

    2007-01-01

    This article uses the Students Serving Christ student organization to examine the role of student subcultures in higher education. Using subculture theories, this article examines the origins of student subcultures, explores how subcultures are formed and sustained, reveals what counts as normal within and among student subcultures, investigates…

  4. How Might Civilian Technology Firms Play A Role In The Defense Industrial Base Going Forward

    Science.gov (United States)

    2017-12-01

    CIVILIAN TECHNOLOGY FIRMS PLAY A ROLE IN THE DEFENSE INDUSTRIAL BASE GOING FORWARD? by Daniel J. Shipman December 2017 Thesis Advisor: Mie...2017 3. REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE HOW MIGHT CIVILIAN TECHNOLOGY FIRMS PLAY A ROLE IN THE DEFENSE INDUSTRIAL...the competitive business environment of Department of Defense (DOD) vendors and whether the market is favorable for non-traditional, technology

  5. Role playing with synthetic cultures: the evasive rules of the game

    NARCIS (Netherlands)

    Hofstede, G.J.

    2005-01-01

    This article sums up ten years of experience with over 1400 participants of simulation games using synthetic cultures. Synthetic cultures are scripts for role players. They are derived from the five dimensions of culture in Hofstede¿s model. Playing the synthetic cultures leads to dynamics that

  6. Effects of communication training on real practice performance: a role-play module versus a standardized patient module.

    NARCIS (Netherlands)

    Schlegel, C.; Woermann, U.; Shaha, M.; Rethans, J.J.; Vleuten, C.P.M. van der

    2012-01-01

    This study investigated the effectiveness of modules involving standardized patients and role-plays on training communication skills. The first module involved standardized patients and an Objective Structured Clinical Examination (OSCE); the second module consisted of peer role-plays and a written

  7. Substance use by college students: the role of intrinsic versus extrinsic motivation for athletic involvement.

    Science.gov (United States)

    Rockafellow, Bradley D; Saules, Karen K

    2006-09-01

    Certain types of athletic involvement may confer risk for substance use by college students. This study investigated whether motivational factors play a role in the relationship between athletic involvement and substance use. Intercollegiate athletes (n=98) and exercisers (n=120) were surveyed about substance use and motivation for athletic involvement. Athletes and exercisers who were extrinsically motivated had significantly higher rates of alcohol use than their intrinsically motivated counterparts. Results suggest that college students who are extrinsically motivated for involvement in physical activity/athletics--particularly those involved in team sports--may be in need of targeted prevention efforts. ((c) 2006 APA, all rights reserved).

  8. Adult play fighting and potential role of tail signals in ringtailed lemurs (Lemur catta).

    Science.gov (United States)

    Palagi, Elisabetta

    2009-02-01

    Adult strepsirrhines have been completely neglected in the study of animal play. I focused on adult play fighting and the role of tail-play as a signal in ringtailed lemurs (Lemur catta). Tail-play is performed during play fighting, when lemurs anoint or, more rarely, wave their tails toward the playmate. During the prereproductive period, male and female lemurs engaged in play fighting with comparable frequencies, as was expected to occur in monomorphic species such as L. catta. The dyads showing low aggression rates engaged most frequently in play fighting, and polyadic play was frequently performed. Signals seem to be important in avoiding escalation to real aggression, especially when the playfulness of performers can be misunderstood by recipients. Tail-play was most frequent (a) in the dyads with low grooming rates (low familiarity degree) and (b) during the most risky play sessions (polyadic ones). Thus, tail-play can be considered as a useful tool for play communication in ringtailed lemurs. Copyright 2009 APA, all rights reserved.

  9. Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

    Science.gov (United States)

    Jiang, Zhi-Qiang; Zhou, Wei-Xing; Tan, Qun-Zhao

    2009-11-01

    Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types. The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses. The second type of avatars is characterized by a Weibull distribution in the online durations, which is confirmed by statistical tests. The distributions of online durations of the remaining individual avatars differ from the above two types and cannot be described by a simple form. These findings have potential applications in the game industry.

  10. A Taxonomy of Vocabulary Learning Strategies Used in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Bytheway, Julie

    2015-01-01

    Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…

  11. Trading Spaces: An Educator's Ethnographic Exploration of Adolescents' Digital Role-Play

    Science.gov (United States)

    Haynes-Moore, Stacy

    2015-01-01

    In this work, the author examines a digital role-play in which participants composed an alternate version of "The Hunger Games" (Collins, 2008). Participants imagined characters and posted more than 400 scenes in the online collaboration. The author draws upon ethnographic methods (Merriam, 2009) to describe her participant-observer…

  12. Motivations for Play in Computer Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    , but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located...

  13. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    Science.gov (United States)

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  14. Students' Perceptions of Socialisation and Gender Role in Japan and Germany.

    Science.gov (United States)

    Trommsdorff, Gisela; Iwawaki, Saburo

    1989-01-01

    Investigated differences in perceptions of socialization and gender roles in 175 Japanese and 120 German university students. Japanese students reported more parental acceptance and control than German students. Japanese students had more traditional gender-role orientations than German students. (RJC)

  15. Reflecting on Role Play in Geographic Education: The Case of the Banana War

    Science.gov (United States)

    Kurtz, Hilda E.

    2004-01-01

    Debates over the nature and extent of globalization raise many issues to be addressed in a geographic education. In this paper, I briefly review case method instruction and role-play as teaching strategies suitable for material on globalization and other geographic subject matter, and then sketch an overview of an undergraduate geography role-play…

  16. Teaching the Fair Debt Collection Practices Act to Legal and Ethical Environment of Business Undergraduate Students through a Role-Play Experiential Learning Exercise

    Science.gov (United States)

    Lee, Konrad S.; Thue, Matthew I.

    2017-01-01

    This article begins with a description of a role-play exercise for teaching the Fair Debt Collection Practices Act (FDCPA) to an introductory Legal and Ethical Environment of Business Law (Business Law) undergraduate class. It goes on to provide the context for consumer debt in the United States. Next, the problems of debt collection are…

  17. Playful empowerment, the role of game design innovation in participatory citizenship.

    NARCIS (Netherlands)

    Schouten, B.A.M.; Marsh, T.

    2016-01-01

    In this talk I will address a changing perspective on design, one in which users are defined as social and economical actors who co-create products and services. We will see that the role of play in its contemporary and digital form for instance through games, apps, interactive toys is essential in

  18. Perceptions of Pennsylvania School Librarians Regarding Their Role in Providing Copyright Advice to Students, Teacher, and Administrators in Their School

    Science.gov (United States)

    Kell, Susan E.

    2014-01-01

    This qualitative study examined the perceptions of Pennsylvania school librarians about the role they play in providing copyright guidance to the students, teachers, and administrators in their school during the 2011-2012 school year. Using two electronic mailing lists for Pennsylvania school librarians, the researcher posted an email asking…

  19. Early-life soy exposure and gender-role play behavior in children.

    Science.gov (United States)

    Adgent, Margaret A; Daniels, Julie L; Edwards, Lloyd J; Siega-Riz, Anna Maria; Rogan, Walter J

    2011-12-01

    Soy-based infant formula contains high levels of isoflavones. These estrogen-like compounds have been shown to induce changes in sexually dimorphic behaviors in animals exposed in early development. We examined gender-role play behavior in relation to soy-based and non-soy-based infant feeding methods among children in the Avon Longitudinal Study of Parents and Children. We studied 3,664 boys and 3,412 girls. Four exposure categories were created using data from questionnaires administered at 6 and 15 months postpartum: primarily breast, early formula (referent), early soy, and late soy. Gender-role play behavior was assessed using the Pre-School Activities Inventory (PSAI). Associations between infant feeding and PSAI scores at 42 months of age were assessed using linear regression. Post hoc analyses of PSAI scores at 30 and 57 months were also conducted. Early-infancy soy use was reported for approximately 2% of participants. Mean [95% confidence interval (CI)] PSAI scores at 42 months were 62.3 (62.0, 62.6) and 36.9 (36.6, 37.2) for boys and girls, respectively. After adjustment, early soy (vs. early formula) feeding was associated with higher (less feminine) PSAI scores in girls (β = 2.66; 95% CI: 0.19, 5.12) but was not significantly associated with PSAI scores in boys. The association between soy exposure and PSAI scores in girls was substantially attenuated at 30 and 57 months. Although not consistent throughout childhood, early-life soy exposure was associated with less female-typical play behavior in girls at 42 months of age. Soy exposure was not significantly associated with play behavior in boys.

  20. Toll-like receptor 4 plays a protective role in pulmonary tuberculosis in mice

    NARCIS (Netherlands)

    Branger, Judith; Leemans, Jaklien C.; Florquin, Sandrine; Weijer, Sebastiaan; Speelman, Peter; van der Poll, Tom

    2004-01-01

    Toll-like receptors (TLR) play an essential role in the innate recognition of microorganisms by the host. To determine the role of TLR4 in host defense against lung tuberculosis, TLR4 mutant (C3H/HeJ) and wild-type (C3H/HeN) mice were intranasally infected with live Mycobacterium tuberculosis. TLR4

  1. Effect of Student Participation in Business Center, Parent's Role, and Self-Efficiency to Entrepreneurship Intention Students of SMK

    Directory of Open Access Journals (Sweden)

    Andani Apriliana

    2017-11-01

    Full Text Available The purpose of this research (1 condition of students’ participation in the business center, parental role, self-efficacy, and student entrepreneur willingness, (2 influence of student participation in the business center, parental role, and self-efficacy partially to student entrepreneur willingness, (3 the influence of participation in the business center, parental role, and self-efficacy on student entrepreneurship willingness, and (4 difference entrepreneur willingness for the first year and second-year students. This study is a comparative causal and technique of collecting data using questionnaire. The result of this research (1 students’ participation in Business Center have high categorized and positively and significantly influence to willingness, (2 parental role is a very high categorical student and have the positive and significant influence to student entrepreneurship willingness, (3 self-efficacy of the high categorized student, but not positively and significantly influence to intent entrepreneurship, (4 willingness of entrepreneurship is very high categorize, (5 students’ participation in Business Center and parental role simultaneously has positively and significantly influence on willingness, (6 there is a difference of willingness of student entrepreneur for the first year students with second year students, (7 there is no difference in student participation in Business Center for the first year and second year students, (8 there is a difference of parental role of first year and second year students, and (9 there no difference of self-efficacy for the first year with second year students.

  2. Comparing two instructional methods of role playing and lecture on primigravida females, decision about type of delivery.

    Science.gov (United States)

    Abedian, Zahra; Navaee, Maryam; Sani, Hossein Jafari; Ebrahimzadeh, Saeed

    2017-01-01

    Each mother has the legal right to decide about her delivery, but this decision should be made based on scientific knowledge. Instructions during pregnancy help to choose the proper type of delivery. This study conducted aimed to compare two instructional methods of role playing and lecture on primigravida decision about type of delivery. In this single-blind clinical trial 67 primigravida, 34-36 week were selected using multi-stage sampling and assigned into two groups randomly. Decision-making (before, 2-week after, and at admission in maternity department) was tested by a questionnaire. In role-playing group, advantages and disadvantages of two type delivery were presented by role-playing in 90-min by three scenarios. In lecture group, it was also presented in a 90-min lecture. Data were analyzed by mean difference test, Fisher test, independent and paired t -test. Two groups showed a significant difference in terms of decision at admission to maternity department ( P = 0.000). 75% of lecture group and 100% of role-playing group selected normal delivery. Postintervention knowledge score in lecture group was 18 ± 5.3 and in role-playing group 17.1 ± 4.0. Percent of change in knowledge scores in two groups was significant ( P = 0.001). Participants' attitude, before and after the intervention, in both groups was significant ( P 0.05). In this research, lecture was more effective in raising knowledge level, and role playing was more effective in raising decision to vaginal delivery and reducing elective caesarean section. It is therefore suggested to use both teaching methods altogether for pregnant women to decrease the rate of unnecessary cesarean.

  3. Students with Dual Diagnosis: Can School-Based Mental Health Services Play a Role?

    Science.gov (United States)

    Lambros, Katina; Kraemer, Bonnie; Wager, James Derek; Culver, Shirley; Angulo, Aidee; Saragosa, Marie

    2016-01-01

    This article describes and investigates initial findings from the Esperanza Mental Health Services (EMHS) Program, which is an intensive outpatient program that provides individual and group mental health services for students with "dual diagnosis" or developmental disabilities and co-occurring mental health problems. Previous research…

  4. Computer Class Role Playing Games, an innovative teaching methodology based on STEM and ICT: first experimental results

    Science.gov (United States)

    Maraffi, S.

    2016-12-01

    Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".

  5. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during f...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  6. Exploring the use of role play in a school-based programme to ...

    African Journals Online (AJOL)

    and, most recently, HIV and AIDS, schools have an important role to play in .... given a basket and invited to go shopping for nappies, rompers, blankets, socks, baby ... in fact, a common concern and provided the opportunity for members to ...

  7. Exploring the use of role play in a school-based programme to ...

    African Journals Online (AJOL)

    In addition, gender norms in tradi- ... explained that people's beliefs develop from their experiences through social ... In other words, people act upon their in- ... The first role play began by asking learners to think of an occasion where a person ...

  8. The Perspective of Six Malaysian Students on Playing Video Games: Beneficial or Detrimental?

    Science.gov (United States)

    Baki, Roselan; Yee Leng, Eow; Wan Ali, Wan Zah; Mahmud, Rosnaini; Hamzah, Mohd. Sahandri Gani

    2008-01-01

    This study provides a glimpse into understanding the potential benefits as well as harm of playing video games from the perspective of six Malaysian secondary school students, aged 16-17 years old. The rationale of the study is to enable parents, educators, administrators and policy makers to develop a sound understanding on the impact of playing…

  9. 42 CFR 137.401 - What role does Tribal consultation play in the IHS annual budget request process?

    Science.gov (United States)

    2010-10-01

    ... 42 Public Health 1 2010-10-01 2010-10-01 false What role does Tribal consultation play in the IHS annual budget request process? 137.401 Section 137.401 Public Health PUBLIC HEALTH SERVICE, DEPARTMENT OF...-GOVERNANCE Secretarial Responsibilities Budget Request § 137.401 What role does Tribal consultation play in...

  10. PDGFRα plays a crucial role in connective tissue remodeling.

    Science.gov (United States)

    Horikawa, Shinjiro; Ishii, Yoko; Hamashima, Takeru; Yamamoto, Seiji; Mori, Hisashi; Fujimori, Toshihiko; Shen, Jie; Inoue, Ran; Nishizono, Hirofumi; Itoh, Hiroshi; Majima, Masataka; Abraham, David; Miyawaki, Toshio; Sasahara, Masakiyo

    2015-12-07

    Platelet derived growth factor (PDGF) plays a pivotal role in the remodeling of connective tissues. Emerging data indicate the distinctive role of PDGF receptor-α (PDGFRα) in this process. In the present study, the Pdgfra gene was systemically inactivated in adult mouse (α-KO mouse), and the role of PDGFRα was examined in the subcutaneously implanted sponge matrices. PDGFRα expressed in the fibroblasts of Pdgfra-preserving control mice (Flox mice), was significantly reduced in the sponges in α-KO mice. Neovascularized areas were largely suppressed in the α-KO mice than in the Flox mice, whereas the other parameters related to the blood vessels and endothelial cells were similar. The deposition of collagen and fibronectin and the expression of collagen 1a1 and 3a1 genes were significantly reduced in α-KO mice. There was a significantly decrease in the number and dividing fibroblasts in the α-KO mice, and those of macrophages were similar between the two genotypes. Hepatocyte growth factor (Hgf) gene expression was suppressed in Pdgfra-inactivated fibroblasts and connective tissue. The findings implicate the role of PDGFRα-dependent ECM and HGF production in fibroblasts that promotes the remodeling of connective tissue and suggest that PDGFRα may be a relevant target to regulate connective tissue remodeling.

  11. A Quantitative Content Analysis of Leveled Vocabulary Embedded within Massively Multiplayer Online Role-Playing Games (MMORPGs)

    Science.gov (United States)

    Haas, Leslie

    2012-01-01

    This content analysis examined levels of vocabulary within massively multiplayer online role-playing games (MMORPGs). A total of six MMORPGs were studied; three were pay-to-play (P2P), and three were free-to-play (F2P). Sixty hours of game play (10 hours per game) provided the researcher with 50,240 embedded vocabulary words. Each MMORPG was…

  12. The Relationship between Race and Students' Identified Career Role Models and Perceived Role Model Influence

    Science.gov (United States)

    Karunanayake, Danesh; Nauta, Margaret M.

    2004-01-01

    The authors examined whether college students' race was related to the modal race of their identified career role models, the number of identified career role models, and their perceived influence from such models. Consistent with A. Bandura's (1977, 1986) social learning theory, students tended to have role models whose race was the same as…

  13. PLAYING RELATED HEALTH RISK´S AMONG STUDENTS AND TEACHERS OF MUSIC DEPARTMENT AT THE KOPER ART SCHOOL

    Directory of Open Access Journals (Sweden)

    Matej Plevnik

    2016-02-01

    Full Text Available The study of a musical instrument demands several hours of practicing on a daily basis as well as playing and performing. Consequently, the musician can be subjected to various health risks during his or her study process but also afterwards. Health problems depend on the individual physical and mental fitness, but also on the features and structure of the instrument as well as on the playing technique, which consists of repeated movements and mainly of static body position. Because of the possibility of chronic injuries, especially neuromuscular disorders but also others, it is important for the musician to regularly maintain his or her physical and mental fitness and movement performance by preventive and compensating activities and immediate action in case of pain or when noticing the first signs of medical problems or limitations. The study included 43 students (16.7 ± 1.5 year, 31 females and 12 males and 15 teachers (36.9 ± 8.8 years, 7 females and 8 males that attend and teach at the Music Department of The Koper Art School, which is a part of The Koper High School. The aim of the study was to recognize the risk factors in health status that occur as a consequence of playing a music instrument. A questionnaire consisting of 26 questions was used in the research. The results of the study showed that a half of the interviewed students practices every day but teachers practice less (p = 0.04. Therefore, teachers value the importance of physical (p = 0.013 and mental (p = 0.000 fitness more than students. Teachers also estimate their current physical and mental fitness to be higher (p = 0.003. 89.7 % of the respondents feel pain of discomfort during or after playing, out of these 95.3 % are students, and 73.3 % are teachers. These musicians state that they most frequently feel pain in the back and neck area and in the shoulders and wrists. 36.2 % of the musicians, 41.9 % of students and 20 % of teachers, affirmed to have had strains or pain

  14. Students' Understanding and Perceptions of Assigned Team Roles in a Classroom Laboratory Environment

    Science.gov (United States)

    Ott, Laura E.; Kephart, Kerrie; Stolle-McAllister, Kathleen; LaCourse, William R.

    2018-01-01

    Using a cooperative learning framework in a quantitative reasoning laboratory course, students were assigned to static teams of four in which they adopted roles that rotated regularly. The roles included: team leader, protocol manager, data recorder, and researcher. Using a mixed-methods approach, we investigated students' perceptions of the team roles and specifically addressed students' understanding of the roles, students' beliefs in their ability to enact the roles, and whether working with assigned team roles supported the teams to work effectively and cohesively. Although students expressed confidence in their understanding of the team roles, their understanding differed from the initial descriptions. This suggests that students' understanding of team roles may be influenced by a variety of factors, including their experiences within their teams. Students also reported that some roles appeared to lack a purpose, implying that for roles to be successful, they must have a clear purpose. Finally, the fact that many students reported ignoring the team roles suggests that students do not perceive roles as a requirement for team productivity and cohesion. On the basis of these findings, we provide recommendations for instructors wishing to establish a classroom group laboratory environment. PMID:29681667

  15. Reassessing the Concept of Emotional Labour in Student Nurse Education: Role of Link Lecturers and Mentors in a Time of Change.

    Science.gov (United States)

    Smith, Pam; Gray, Benjamin

    2001-01-01

    Interviews with nursing students and nurses revealed how nurses undertake emotional labor--the induction or suppression of feeling in order to sustain a caring environment. Instructors and mentors in clinical settings play a key role in fostering reflective learning and providing emotional support. (Contains 33 references.) (SK)

  16. Concept analysis: Role ambiguity in senior nursing students.

    Science.gov (United States)

    Kalkman, Beth

    2018-04-01

    Role ambiguity is a lack of clarity or uncertainty related to one's position or role. Role ambiguity has been documented in the literature in relationship to athletics, industry, business, education, and nursing. However, a concept analysis has not been performed. Therefore, the process of concept analysis outlined by Walker and Avant is now used to look at the concept of role ambiguity and its relevance to senior nursing students' socialization and education into the profession of nursing. Attributes, antecedents, consequences, and empiric referents are discussed and theories commonly associated with role ambiguity are presented. At the end of the analysis, an operational definition is provided for use in exploring the concept of role ambiguity as it relates to senior nursing students' articulation of the role of the professional nurse. © 2017 Wiley Periodicals, Inc.

  17. Student Leadership Role for Environmental Protection

    Directory of Open Access Journals (Sweden)

    Ramona Isabel S. Ramirez

    2017-05-01

    Full Text Available The research focuses on the role of student organizations in the promotion of environmental education and protection. It assessed the student organizations’ initiatives and activities that address the environmental issues and problems. It determined whether student leadership can be an effective tool in addressing environmental concerns and promote environmental education. Descriptiveevaluative methods of research were used in the study. Documentary analysis was used to determine the programs, projects and activities conducted by the different student organizations along environmental education and protection. Interview and focused group discussions were employed to validate the secondary data and identify problems and constraints encountered by the organization. Results of the study showed that the University supports student leadership through the student organizations. Student organizations are empowered and given rights and privileges’ as stipulated in the student handbook. There were more than forty accredited student organizations in CBSUA. All of them initiated programs/projects and activities that are environment related as required by the university. Student leadership through student organizations is an effective tool in promoting environmental education and protection. Student empowerment through student organizations can promote student involvement in the most pressing concerns of environment protection.

  18. The Ethanol Project: Exploring Alternative Energy with Role-Play and Writing

    Science.gov (United States)

    Winter, Julia

    2013-01-01

    This article describes a project that includes a two-week series of researching, essay writing, and speaking lessons exploring the broader implications of using ethanol as a fuel. The author, a chemistry teacher, describes how she uses a senate hearing discussion of ethanol fuel subsidies as the forum for a role-play. The four components of the…

  19. The mediational role of identification in the relationship between experience mode and self-efficacy: Enactive role-playing versus passive observation.

    Science.gov (United States)

    Peng, Wei

    2008-12-01

    Abstract Based on Social Cognitive Theory, this study proposes a new concept-mediated enactive experience to understand game playing effects on self-efficacy in the context of a health promotion role-playing game. An experiment demonstrated that a mediated enactive experience afforded by game playing was more effective than a mediated observational experience provided by game watching in influencing self-efficacy. It was found that identification with the game character partially mediated the relationship between experience mode and self-efficacy.

  20. Playing with Mathematics: Play in Early Childhood as a Context for Mathematical Learning

    Science.gov (United States)

    Mathematics Education Research Group of Australasia, 2010

    2010-01-01

    Play is an essential part of young children's lives. This symposium highlights the integral role of play in young children's mathematics learning and examines the teacher's role in facilitating and extending this. Papers examine key tenets of play, contributing to theoretical understandings and presenting data on teacher's perceptions of play and…

  1. Facebook Role Play Addiction – A Comorbidity with Multiple Compulsive–Impulsive Spectrum Disorders

    Science.gov (United States)

    Nathan, Deeepa; Shukla, Lekhansh; Kandasamy, Arun; Benegal, Vivek

    2016-01-01

    Background Problematic Internet use (PIU) is an emerging entity with varied contents. Behavioral addictions have high comorbidity of attention deficit hyperactivity disorder and obsessive–compulsive spectrum disorders. Social networking site (SNS) addiction and role playing game (RPG) addiction are traditionally studied as separate entities. We present a case with excessive Internet use, with a particular focus on phenomenology and psychiatric comorbidities. Case presentation Fifteen-year-old girl with childhood onset attention deficit disorder, obsessive–compulsive disorder, adolescent onset trichotillomania, and disturbed family environment presented with excessive Facebook use. Main online activity was creating profiles in names of mainstream fictional characters and assuming their identity (background, linguistic attributes, etc.). This was a group activity with significant socialization in the virtual world. Craving, salience, withdrawal, mood modification, and conflict were clearly elucidated and significant social and occupational dysfunction was evident. Discussion This case highlights various vulnerability and sociofamilial factors contributing to behavioral addiction. It also highlights the presence of untreated comorbidities in such cases. The difference from contemporary RPGs and uniqueness of role playing on SNS is discussed. SNS role playing as a separate genre of PIU and its potential to reach epidemic proportions are discussed. Conclusions Individuals with temperamental vulnerability are likely to develop behavioral addictions. Identification and management of comorbid conditions are important. The content of PIU continues to evolve and needs further study. PMID:27156380

  2. Staff Training for Business Process Improvement: The Benefit of Role-Plays in the Case of KreditSim

    Science.gov (United States)

    Borner, Rene; Moormann, Jurgen; Wang, Minhong

    2012-01-01

    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…

  3. Comparison of electromyographic activity and range of neck motion in violin students with and without neck pain during playing.

    Science.gov (United States)

    Park, Kyue-nam; Kwon, Oh-yun; Ha, Sung-min; Kim, Su-jung; Choi, Hyun-jung; Weon, Jong-hyuck

    2012-12-01

    Neck pain is common in violin students during a musical performance. The purpose of this study was to compare electromyographic (EMG) activity in superficial neck muscles with neck motion when playing the violin as well as neck range of motion (ROM) at rest, between violin students with and without neck pain. Nine violin students with neck pain and nine age- and gender-matched subjects without neck pain were recruited. Muscle activity of the bilateral upper trapezius, sternocleidomastoid, and superficial cervical extensor muscles was measured using surface EMG. Kinematic data on neck motion while playing and active neck ROM were also measured using a three-dimensional motion analysis system. Independent t-tests were used to compare EMG activity with kinematic data between groups. These analyses revealed that while playing, both the angle of left lateral bending and leftward rotation of the cervical spine were significantly greater in the neck pain group than among those without neck pain. Similarly, EMG activity of the left upper trapezius, both cervical extensors, and both sternocleidomastoid muscles were significantly greater in the neck pain group. The active ROM of left axial rotation was significantly lower in the neck pain group. These results suggest that an asymmetric playing posture and the associated increased muscle activity as well as decreased neck axial rotation may contribute to neck pain in violin students.

  4. Role Playing for Improving Women’s Knowledge of Breast Cancer Screening and Performance of Breast Self-Examination

    Science.gov (United States)

    Savabi-Esfahani, Mitra; Taleghani, Fariba; Noroozi, Mahnaz; Tabatabaeian, Maryam

    2017-09-27

    Background: To enhance knowledge and performance of screening as a strategy to control breast cancer, use of effective teaching methods is necessary. The objective of this study was to determine the effect of role-playing on knowledge of breast cancer screening and performance of breast self-examination (BSE). Methods: A quasi experimental design was used. Women enrolled in community cultural centers (n=314) were randomly divided into two educational groups: role playing (intervention) and lecture (control). Data were collected using a structured questionnaire before and after intervention. Reliability of the questionnaire was determined as 0.80 by Cronbach’s alpha. The women were followed up regarding performance of BSE one month later. Results: Of the 314 women, 113 (36%) and 132 (42%) had low and medium levels of knowledge, respectively. More than a third (38.2%) reported that TV and radio were the most important information sources for breast cancer and screening. There were significant differences between mean scores of knowledge before and after the intervention in both groups, but change was greater with role playing (31.3±1.9 as compared to 23.5±1.3) (P=0.001). After a month of educational intervention, 75.7% and 69.8% of those in role playing and control groups had undergone BSE. Conclusion: It appears that application of a role playing method by providers improves women’s knowledge and behavior with respect to breast cancer screening. Creative Commons Attribution License

  5. Towards Chemical Engineering Student Diversity: The Case of International Student Experiences at Tuskegee University

    Science.gov (United States)

    Baah, David; Floyd-Smith, Tamara; Begum, Shamim Ara; Smith, Allen; Kwon, K. C.; Vahdat, Nader

    2018-01-01

    Cultural integration of students and student population diversity play an important role in training college students, due to growing demand for diversity to solutions to human needs, the advancement of global economy and cultural understanding. This type of cultural integration has resulted in the new normal known as the multicultural classroom.…

  6. Student Government and Student Participation in Junior College Governance--Models for the 1970's.

    Science.gov (United States)

    Deegan, William L.

    It is the author's contention that student government revitalization will come only when student government begins to play a substantive role in policy making and implementation. The purpose of this paper is to consider, criticize, and propose a number of models for student participation in junior college governance. The first, a traditional…

  7. Teacher's Role In Enhancing Self-esteem Of Students With Dyslexia In The Lower Secondary Level

    OpenAIRE

    Palany, Poongkody

    2008-01-01

    Self-esteem has been one ofthe most researched issues in educational psychology. In recent times, there has been a growing interest regarding the affective aspect of dyslexia. Empirical evidence suggests that students with dyslexia manifest lower self-esteem. Therefore, it was deemed vital to further explore what has been and can be done to address the issue, especially by teachers who play an important role in the lives ofchildren with dyslexia. The aim of the present study was to investigat...

  8. My avatar, my self identity in video role-playing games

    CERN Document Server

    Waggoner, Zach

    2009-01-01

    With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

  9. Teacher Role Breadth and its Relationship to Student-Reported Teacher Support

    Science.gov (United States)

    Phillippo, Kate L.; Stone, Susan

    2013-01-01

    This study capitalizes on a unique, nested data set comprised of students ("n" = 531) and teachers ("n" = 45) in three high schools that explicitly incorporated student support roles into teachers' job descriptions. Drawing from research on student-teacher relationships, teacher effects on student outcomes, and role theory,…

  10. Interactive genetic counseling role-play: a novel educational strategy for family physicians.

    Science.gov (United States)

    Blaine, Sean M; Carroll, June C; Rideout, Andrea L; Glendon, Gord; Meschino, Wendy; Shuman, Cheryl; Telner, Deanna; Van Iderstine, Natasha; Permaul, Joanne

    2008-04-01

    Family physicians (FPs) are increasingly involved in delivering genetic services. Familiarization with aspects of genetic counseling may enable FPs to help patients make informed choices. Exploration of interactive role-play as a means to raise FPs' awareness of the process and content of genetic counseling. FPs attending two large Canadian family medicine conferences in 2005 were eligible -- 93 participated. FPs discussed a case during a one-on-one session with a genetic counselor. Evaluation involved pre and post intervention questionnaires FPs' baseline genetic knowledge was self-rated as uniformly poor. Baseline confidence was highest in eliciting family history and providing psychosocial support and lowest in discussing risks/benefits of genetic testing and counseling process. Post-intervention, 80% of FPs had better appreciation of family history and 97% indicated this was an effective learning experience. Role-play with FPs is effective in raising awareness of the process and content of genetic counseling and may be applied to other health disciplines.

  11. Play Therapy in Political Theory: Machiavelli's Mandragola.

    Science.gov (United States)

    Lukes, Timothy J.

    1981-01-01

    Suggests that having political science college students perform in class Machiavelli's play "Mandragola" is an excellent way to expand student's appreciation of Machiavelli. Article provides a synopsis of the play, discusses Machiavelli's intent, examines the meaning of the play, and presents classroom logistics. (RM)

  12. The mediating role of resilience in the relationship between stress and life satisfaction among Chinese medical students: a cross-sectional study.

    Science.gov (United States)

    Shi, Meng; Wang, XiaoXi; Bian, YuGe; Wang, Lie

    2015-02-13

    The psychological distress of medical students has been widely acknowledged. However, few studies focused on positive well-being among medical students. The purpose of this study was to investigate related demographic factors of life satisfaction among Chinese medical students, to examine the relationship between stress and life satisfaction among this group of people, and to explore the mediating role of resilience in this relationship. This multicenter cross-sectional study was carried out in June 2014. Self-reported questionnaires consisting of Perceived Stress Scale (PSS), Wagnild and Young Resilience Scale (RS-14), Satisfaction with Life Scale (SWLS), as well as demographic section were distributed to students at four medical colleges and universities in Liaoning province, China. A total of 2925 students (effective response rate: 83.6%) became our subjects. Hierarchical linear regression models were used to explore the mediating role of resilience. Among the demographic factors, life satisfaction was significantly different in gender (P = 0.001) and study programs (P life satisfaction (r = -0.35, P life satisfaction (β = -0.34, P life satisfaction among Chinese medical students. Both stress and resilience played a big role in life satisfaction among Chinese medical students. Besides reducing perceived stress, the university authorities should adopt evidence-based intervention strategies to enhance their resilience in order to promote life satisfaction among the students.

  13. The Relations between Students' Anxiety and Interest in Playing an Online Game

    Science.gov (United States)

    Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Tsui-Fang; Chen, Yu-Ju

    2012-01-01

    In this modern and technologically dependent society, people seek to improve human performance, get higher productivity and increase user satisfaction with technologies. In Chinese society, Chinese Idiom learning plays an important role in vocabulary learning which cultural and social functions are involved. Therefore, an online game named…

  14. Roles High School Principals Play in Establishing a Successful Character Education Initiative

    Science.gov (United States)

    Francom, Jacob A.

    2016-01-01

    Principal leadership is crucial to the success of a high school character education initiative. The purpose of this qualitative grounded theory research was to identify the roles that high school principals play in developing, implementing, and sustaining a high functioning character education program. Data were collected through interviews and…

  15. The Role of Peer Guided Play for Children with Autism Spectrum Disorder

    Science.gov (United States)

    Papacek, Amy M.

    2015-01-01

    Childhood play has a well-established role in the development of social and cognitive skills that may have important implications for intervention with children with autism spectrum disorder (ASD). Yet, social and language skills of children with ASD are developmentally different from those of typically developing children, although these…

  16. The use of role playing in managerial learning: A socio constructivistic approach

    NARCIS (Netherlands)

    Ruiller, C.; Heijden, B.I.J.M. van der; Patin-Saint-Mieux, B.

    2014-01-01

    This research deals with role playing (RP) aimed at assisting learners to optimize their managerial style. While RP is often used in training sessions, contributions on its evaluations have decreased since the beginning of the 1980s. Although RP as a training method had been criticized for several

  17. The use of role playing in managerial learning: a socio constructivistic approach

    NARCIS (Netherlands)

    Ruiller, Caroline; van der Heijden, Beatrice; Patin-Saint-Mleux, Bertille

    2014-01-01

    This research deals with role playing (RP) aimed at assisting learners to optimize their managerial style. While RP is often used in training sessions, contributions on its evaluations have decreased since the beginning of the 1980s. Although RP as a training method had been criticized for several

  18. Young Children's Role-Playing for Enhancing Personal Intelligences in Multiple Intelligences Theory

    Science.gov (United States)

    Wee, Su-Jeong; Shin, Hwa-Sik; Kim, Myung-Hee

    2013-01-01

    This article examines young children's role-play in an effort to develop methods with which teachers can enhance children's interpersonal and intrapersonal intelligences. Examining how MI practice is applied in different cultural and social contexts is important because it can provide new insights on enriching and enhancing curricula and…

  19. Learner Interaction in a Massively Multiplayer Online Role Playing Game (MMORPG): A Sociocultural Discourse Analysis

    Science.gov (United States)

    Peterson, Mark

    2012-01-01

    This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants' text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a…

  20. 25 CFR 900.131 - What role does the Secretary play during the performance of a self-determination construction...

    Science.gov (United States)

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false What role does the Secretary play during the performance... CONTRACTS UNDER THE INDIAN SELF-DETERMINATION AND EDUCATION ASSISTANCE ACT Construction § 900.131 What role does the Secretary play during the performance of a self-determination construction contract? (a) If...

  1. Teacher roles in Learning Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2007-01-01

    the roles as forensic experts who solve a series of murder cases. When teachers use this type of games, they have to adapt to new teaching situations and roles. This includes the fictional role in a game, but also the role as a supervisor for a group of students that play the role as professional experts. I...

  2. Automated Student Model Improvement

    Science.gov (United States)

    Koedinger, Kenneth R.; McLaughlin, Elizabeth A.; Stamper, John C.

    2012-01-01

    Student modeling plays a critical role in developing and improving instruction and instructional technologies. We present a technique for automated improvement of student models that leverages the DataShop repository, crowd sourcing, and a version of the Learning Factors Analysis algorithm. We demonstrate this method on eleven educational…

  3. Role of Procrastination and Motivational Self-Regulation in Predicting Students\\' Behavioral Engagement

    Directory of Open Access Journals (Sweden)

    Abbasi M

    2015-12-01

    Full Text Available Aims: As an important intervening factor to enhance educational and motivational performance of the students, understating the effective factors on behavioral enthusiasm plays a very important role. The aim of this study was to explain the role of motivational self-regulation and procrastination in predicting the students’ behavioral enthusiasm.  Instrument & Methods: In the correlational descriptive cross-sectional study, 311 students of Arak University of Medical Sciences were selected via Available Sampling using Cochran’s Formula in 2014-15 academic year. Data was collected, using Students’ Educational Procrastination Scale, Motivational Self-regulating Scale, and Behavioral Enthusiasm Scale. Data was analyzed in SPSS 19 software using Pearson Correlation Coefficient, and Multiple Regression Analysis. Findings: The highest and the lowest correlations were between procrastination and behavioral enthusiasm and between environmental control and behavioral enthusiasm, respectively (p<0.05. There was a positive and significant correlation between self-regulation and behavioral enthusiasm. In addition, there was a negative and significant correlation between procrastination and behavioral enthusiasm (p<0.001. Totally, procrastination (β=-0.233 and motivational self-regulation (β=0.238 explained 10% of the students’ behavioral enthusiasm variance (p<0.001; R²=0.102. Conclusion: Any reduction in procrastination and any enhancement in motivational self-regulation can enhance the students’ behavioral enthusiasm. 

  4. Final-year diagnostic radiography students' perception of role models within the profession.

    Science.gov (United States)

    Conway, Alinya; Lewis, Sarah; Robinson, John

    2008-01-01

    Within a clinical education setting, the value of role models and prescribed mentors can be seen as an important influence in shaping the student's future as a diagnostic radiographer. A study was undertaken to create a new understanding of how diagnostic radiography students perceive role models and professional behavior in the workforce. The study aimed to determine the impact of clinical education in determining modeling expectations, role model identification and attributes, and the integration of academic education and "hands-on" clinical practice in preparing diagnostic radiography students to enter the workplace. Thirteen final-year (third-year) diagnostic radiography students completed an hour-long interview regarding their experiences and perceptions of role models while on clinical placement. The key concepts that emerged illustrated that students gravitate toward radiographers who enjoy sharing practical experiences with students and are good communicators. Unique to diagnostic radiography, students made distinctions about the presence of role models in private versus public service delivery. This study gives insight to clinical educators in diagnostic radiography and wider allied health into how students perceive role models, interact with preceptors, and combine real-life experiences with formal learning.

  5. Bureaucratic Politics and Decision Making under Uncertainty in a National Security Crisis: Assessing the Effects of International Relations Theory and the Learning Impact of Role-Playing Simulation at the U.S. Naval Academy

    Science.gov (United States)

    Biziouras, Nikolaos

    2013-01-01

    Using a pre-/posttest research design, this article measures the learning impact of active-learning techniques such as role-playing simulations in an international relations course. Using the students' different responses to the pre- and postsimulation surveys in a quasi-experimental design whereby two sections that were taught by the same…

  6. Gender, Gender Roles Affecting Mate Preferences in Turkish College Students

    Science.gov (United States)

    Gazioglu, A. Esra Ismen

    2008-01-01

    The subject of this study is gender and gender roles affecting mate preferences. The sample of the study consists of 300 undergraduates and master students. To identify students' gender roles the Sex Role Evaluation Inventory (Bem, 1974) is used. The Question List (Bacanli 2001; Buss et. al., 1990) is applied to the sample group to determine the…

  7. Medical students on the value of role models for developing 'soft skills'

    African Journals Online (AJOL)

    Adele

    of medical students, especially their doctor-patient interaction skills and .... how they adapted their own personalities with patients…] ... students learning from role models. Students .... Role models and the learning environment: essential elements in ... Paice E, Heard S, Moss F. How important are role models in making.

  8. Student Socioeconomic Status and Teacher Stroke: A Case of Female Students in Iran

    Science.gov (United States)

    Irajzad, Fatemeh; Shahriari, Hesamoddin

    2017-01-01

    Supportive teacher-student relationships play a significant role in the trajectory of students' academic life. Teachers may use various strategies to improve this relationship, one of which is teacher stroke (teacher encouragement). The stroking behavior of teachers might be influenced by several factors, including the socioeconomic status (SES)…

  9. Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game

    Science.gov (United States)

    Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre

    2011-01-01

    This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…

  10. Male Role Endorsement Explains Negative Attitudes Toward Lesbians and Gay Men Among Students in Mexico More Than in Germany.

    Science.gov (United States)

    Steffens, Melanie C; Jonas, Kai J; Denger, Lisa

    2015-01-01

    Anti-gay attitudes vary across cultures because the larger social context plays a role in attitude formation. Psychological correlates of these attitudes have been investigated in the United States and Europe. Endorsement of traditional gender roles has emerged from that research as a central correlate, next to religiosity and personal contact with lesbians/gay men. In a cross-sectional study, we tested whether these correlates are relevant in Mexico, characterized as an androcentric culture in which both gender-role traditionalism and religiosity are high, using a college-age student sample (N = 63). Because we relied on self-reports, the motivation to appear nonprejudiced was also assessed. We found typical gender differences in attitudes toward gay men. In bivariate tests, anti-gay attitudes were related to male role endorsement, contact with lesbians/gay men, and religiosity. In a multivariate analysis, variance in attitudes was explained by male role endorsement; personal contact or religiosity did not explain additional variance. In a German comparison sample (N = 112), male role endorsement played a smaller role. Variance in anti-gay attitudes in the German sample was also related to personal contact, religiosity, and the motivation to appear nonprejudiced. We discuss the centrality of (male) gender-role endorsement in cultures with high gender-role traditionalism.

  11. DECONSTRUCTING FALSE IDENTITY: EXPLORING GENDER DISCRIMINATION AND ROLE-PLAYING IN THE GIRL WHO TOUCHED THE STARS

    Directory of Open Access Journals (Sweden)

    Neeraj Sankhyan

    2016-02-01

    Full Text Available Mahesh Dattani, is an avant-garde Indian English dramatist known for his radical and unconventional dramatic themes. His plays are characterized by an extremely sensitive temperament that delves into the intricacies of the human nature and strives to expose the hypocrisy of the urban life and society. This paper discusses his play The Girl Who Touched the Stars as a quest for a lost identity. In doing so, the paper sheds light upon the underlying themes of gender discrimination, misogyny and role-playing that the playwright uses in this play to show how much these evils are rampant even amongst the educated classes of the society. Specifically, the paper explores the deconstruction of identity of the protagonist as employed by the playwright and examines the implications this technique has on the narrative of the play. The interconnection between the role-playing and the inherent theme of gender discrimination is also analyzed in order to see how these elements complement each other. Also, the paper comments on the efficacy of radio drama as a medium for handling a sensitive theme like this.

  12. The role of local theories: teacher knowledge and its impact on engaging students with challenging tasks

    Science.gov (United States)

    Choppin, Jeffrey

    2011-03-01

    This study explores the extent to which a teacher elicited students' mathematical reasoning through the use of challenging tasks and the role her knowledge played in doing so. I characterised the teacher's knowledge in terms of a local theory of instruction, a form of pedagogical content knowledge that involves an empirically tested set of conjectures situated within a mathematical domain. Video data were collected and analysed and used to stimulate the teacher's reflection on her enactments of an instructional sequence. The teacher, chosen for how she consistently elicited student reasoning, showed evidence of possessing a local theory in that she articulated the ways student thinking developed over time, the processes by which that thinking developed, and the resources that facilitated the development of student thinking. Her knowledge informed how she revised and enacted challenging tasks in ways that elicited and refined student thinking around integer addition and subtraction. Furthermore, her knowledge and practices emphasised the progressive formalisation of students' ideas as a key learning process. A key implication of this study is that teachers are able to develop robust knowledge from enacting challenging tasks, knowledge that organises how they elicit and refine student reasoning from those tasks.

  13. Does genomic imprinting play a role in autoimmunity?

    Science.gov (United States)

    Camprubí, Cristina; Monk, David

    2011-01-01

    In the 19th century Gregor Mendel defined the laws of genetic inheritance by crossing different types of peas. From these results arose his principle of equivalence: the gene will have the same behaviour whether it is inherited from the mother or the father. Today, several key exceptions to this principle are known, for example sex-linked traits and genes in the mitochondrial genome, whose inheritance patterns are referred to as 'non mendelian'. A third, important exception in mammals is that of genomic imprinting, where transcripts are expressed in a monoallelic fashion from only the maternal or the paternal chromosome. In this chapter, we discuss how parent-of-origin effects and genomic imprinting may play a role in autoimmunity and speculate how imprinted miRNAs may influence the expression of many target autoimmune associated genes.

  14. The Student Role in Faculty Selection, Evaluation And Retention.

    Science.gov (United States)

    Jenks, R. Stephen; And Others

    Arguing that it is difficult to discuss the student's role in faculty selection, evaluation and retention outside the broader context of the student's role in decision making (see Jenks, HE 001 251), the author describes the new unicameral system at the University of New Hampshire and some of the processes the institution went through in achieving…

  15. Am I a Student and/or Entrepreneur? Multiple Identities in Student Entrepreneurship

    Science.gov (United States)

    Nielsen, Suna Løwe; Gartner, William B.

    2017-01-01

    Purpose: The purpose of this paper is to study different aspects and tensional forces that play a role in the internal and contextual negotiation that takes place within students in the exploration of the possible identity of entrepreneur. It expands the knowledge of how the university context influences student entrepreneurial processes from a…

  16. Final-year student nurses??? perceptions of role transition

    OpenAIRE

    Doody, Owen; Tuohy, Dympna; Deasy, Christine

    2012-01-01

    peer-reviewed Role transition can be both challenging and exciting. This study presents the findings of phase one of a two-part study conducted by Deasy et al (2011), which explored final-year student nurses??? (n=116) perceptions and expectations of role transition. The students were registered on four-year BSc nursing programmes at an Irish university. Data was analyzed using SPSS (version 16). A response rate of 84% was achieved. Over half of respondents said they were adequately ...

  17. The Use of Video Role Play for Teaching Therapeutic Communication Skills

    OpenAIRE

    Elaine Ng; Anthony O’Brien; Sandra Mackey; Hong-Gu He; David G. Arthur

    2011-01-01

    Background: Effective Communication is a fundamental skill for practice across health care settings and is a component ofundergraduate nursing programs around the world. Resource materials appropriate for the teaching of communication in an Asiancontext are lacking.Aim: The aim of this study was to evaluate the usefulness of a self-developed video using role play in facilitating teaching andlearning associated with therapeutic communication.Methods: Videos were produced which demonstrated the...

  18. Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning

    Science.gov (United States)

    Peterson, Mark

    2010-01-01

    This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…

  19. Correlation Between Ability on Playing Tetris and GPA

    Directory of Open Access Journals (Sweden)

    Aprilia Ratna Christanti

    2014-10-01

    Full Text Available The goal of this study is to determine the correlation between ability on playing Tetris and GPA of Soegijapranata Catholic University, Department of Information System students against the dexterity in playing Tetris. The research has been done using experiment method on ten Information System students who have various grade points. They played Tetris, 30 minutes each, for three consecutive days. The results showed that: First, eight out of the ten students improved their agility. It can be seen from the increasing scores and levels; Second, the coefficient correlation between student grade point and dexterity in playing Tetris is by 62%. Keywords Ability, grade point average, Tetris

  20. The dlt genes play a role in antimicrobial tolerance of Streptococcus mutans biofilms

    DEFF Research Database (Denmark)

    Nilsson, Carl Martin Peter; Rybtke, Morten; Givskov, Michael

    2016-01-01

    library for genes that are important for biofilm-associated antimicrobial tolerance provided evidence that the dlt genes play a role in the tolerance of S. mutans biofilms towards gentamicin. The minimum bactericidal concentration for biofilm cells (MBC-B) for a dltA transposon mutant was eight-fold lower...... and complemented strain confirmed that the dlt genes in S. mutans play a role in biofilm-associated tolerance to gentamicin. Confocal laser scanning microscopy analyses of biofilms grown on glass slides showed that the dltA mutant produced roughly the same amount of biofilm as the wild-type, indicating...... that the reduced antimicrobial tolerance of the dltA mutant is not due to a defect in biofilm formation. The products of the dlt genes have been shown to mediate alanylation of teichoic acids, and in accordance the dltA mutant showed a more negatively charged surface than the wild-type, which likely...

  1. Playful biometrics: controversial technology through the lens of play.

    Science.gov (United States)

    Ellerbrok, Ariane

    2011-01-01

    This article considers the role of play in the context of technological emergence and expansion, particularly as it relates to recently emerging surveillance technologies. As a case study, I consider the trajectory of automated face recognition—a biometric technology of numerous applications, from its more controversial manifestations under the rubric of national security to a clearly emerging orientation toward play. This shift toward “playful” biometrics—or from a technology traditionally coded as “hard” to one now increasingly coded as “soft”—is critical insofar as it renders problematic the traditional modes of critique that have, up until this point, challenged the expansion of biometric systems into increasingly ubiquitous realms of everyday life. In response to this dynamic, I propose theorizing the expansion of face recognition specifically in relation to “play,” a step that allows us to broaden the critical space around newly emerging playful biometrics, as well as playful surveillance more generally. In addition, play may also have relevance for theorizing other forms of controversial technology, particularly given its potential role in processes of obfuscation, normalization, and marginalization.

  2. Gender Role Conflict, Professional Role Confidence, and Intentional Persistence in Engineering Students in China

    Science.gov (United States)

    Yang, Xueyan; Wang, Xinhong; Zhang, Lin; Weidman, John C.

    2017-01-01

    In the current study, the relationship between gender role conflict, professional role confidence, and intentional persistence was examined using data from a survey of male and female Chinese engineering students. Intentional persistence was significantly associated with gender role conflict and professional role confidence; however, the pattern…

  3. A Description Grid to Support the Design of Learning Role-Play Games

    Science.gov (United States)

    Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe

    2012-01-01

    To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…

  4. Career orientation of senior secondary school students

    Directory of Open Access Journals (Sweden)

    Suryadi Bambang

    2018-01-01

    Full Text Available The main purpose of this study is to portray career orientation of Senior High School (SMA and Vocational High School (SMK students and the role that school counselors should play in providing vocational guidance. This study used a survey method involving 278 students from both SMA and SMK di Jakarta. Career Orientation Inventory (COI and Counselor Role in Career Guidance Inventory were used as an instrument of data collection. Descriptive statistics and t-test were conducted to analyze the data. The findings of the study reveal that majority of SMA and SMK students wanted to further their study to university and only small number of them wanted to find out jobs or run their own business. The findings also show that school counselors play a very important role in providing vocational guidance services for senior secondary students. Therefore, in order for students to have a bright career in future, school counselors should improve the quality of vocational guidance services and plan comprehensive vocational guidance programs.

  5. Dimensions of Childhood Play and Toys

    Science.gov (United States)

    Sandberg, Anette; Vuorinen, Tuula

    2008-01-01

    The purpose of this article is to describe and analyse play through a contemporary historical perspective, based upon pre-school teachers', students majoring in education, and teacher education students' descriptions of memories from their childhood regarding play and toys. The overall method is retrospective. The data consists of 111 interviews…

  6. Developing Science Literacy through the Heat Game: An Online Role-Playing Game

    Science.gov (United States)

    Rees, Carol Ann Butler

    2015-01-01

    The decline of young peoples' interest in science & technology education in western counties is causing concern worldwide. To help change this situation teachers need to take a leadership role in designing innovative approaches for engaging students with science curriculum in schools. Here I report on an action research study to examine…

  7. Role Playing: Using Scenarios to Teach the Interrelatedness of Work and the Family.

    Science.gov (United States)

    Johnson, Julie M.

    1985-01-01

    Describes appropriate goals for the role-playing model and types of social problems amenable to its use: achieving a balance between family and work, unemployment, management of economic resources, family contributions to worker productivity, and life-cycle influences on work decisions, among others. (SK)

  8. Pedagogical Positioning in Play--Teachers Being inside and outside of Children's Imaginary Play

    Science.gov (United States)

    Fleer, Marilyn

    2015-01-01

    Although there is a long tradition of play pedagogy in early childhood education, teachers have mostly taken a passive role in children's play. There are relatively few studies of the pedagogical roles adults take from inside of children's imaginary play. This paper seeks to fill this gap through presenting the findings of a study where the play…

  9. PENGEMBANGAN MODEL KOLABORASI JIGSAW ROLE PLAYING SEBAGAI UPAYA PENINGKATAN KEMAMPUAN BEKERJASAMA SISWA KELAS V SD PADA PELAJARAN IPS

    Directory of Open Access Journals (Sweden)

    Ika Ari Pratiwi

    2015-11-01

    Full Text Available Penelitian bertujuan untuk mengembangkan model kolaborasi jigsaw, role playing untuk meningkatkan kemampuan bekerjasama siswa yang valid, efektif dan praktis. Metode penelitian adalah penelitian dan pengembangan (R&D. Tahap uji coba pengembangan terdiri atas uji coba ahli, uji coba skala terbatas dan uji coba skala luas. Keefektifan model kolaborasi jigsaw role playing  diperoleh rata-rata 51,83 dalam kategori baik diterapkan dalam pelajaran IPS, peningkatan kemampuan bekerjasama siswa hasil N-gain = 0,56 dengan kategori sedang, peningkatan hasil belajar IPS N-gain = 0,50 dengan kategori sedang dan hasil ketuntasan klasikal pembelajaran IPS 97,14%.  Hasil respon guru dan siswa terhadap model yang digunakan adalah berkriteria baik. Model final penelitian ini menghasilkan model kolaborasi jigsaw role playing yang dikemas dalam suatu buku pedoman.

  10. The Student, the Private and the Professional Role: Students' Social Media Use

    Science.gov (United States)

    Josefsson, Pernilla; Hrastinski, Stefan; Pargman, Daniel; Pargman, Teresa C.

    2016-01-01

    Research has shown that students perceive a distinct divide between educational and private use of social media. The present study explores this divide by focusing on master students' perception of roles when using social media in a higher education context. A qualitative method has been used, mainly comprising of analyses of home exams and…

  11. The Thing's the Play: Doing "Hamlet."

    Science.gov (United States)

    Sowder, Wilbur H., Jr.

    1993-01-01

    Argues for the use of film in the teaching of William Shakespeare's "Hamlet" because the play was meant to be seen and heard and not just read. Outlines a method of teaching the play by which students select a scene and perform it. Gives an example of a successful student performance. (HB)

  12. Self-Efficacy, Satisfaction, and Academic Achievement: The Mediator Role of Students' Expectancy-Value Beliefs.

    Science.gov (United States)

    Doménech-Betoret, Fernando; Abellán-Roselló, Laura; Gómez-Artiga, Amparo

    2017-01-01

    Although there is considerable evidence to support the direct effects of self-efficacy beliefs on academic achievement, very few studies have explored the motivational mechanism that mediates the self-efficacy-achievement relationship, and they are necessary to understand how and why self-efficacy affects students' academic achievement. Based on a socio-cognitive perspective of motivation, this study examines the relationships among academic self-efficacy, students' expectancy-value beliefs, teaching process satisfaction, and academic achievement. Its main aim is to identify some motivational-underlying processes through which students' academic self-efficacy affects student achievement and satisfaction. Student achievement and satisfaction are two of the most important learning outcomes, and are considered key indicators of education quality. The sample comprises 797 Spanish secondary education students from 36 educational settings and three schools. The scales that referred to self-efficacy and expectancy-value beliefs were administered at the beginning of the course, while student satisfaction and achievement were measured at the end of the course. The data analysis was conducted by structural equation modeling (SEM). The results revealed that students' expectancy-value beliefs (Subject value, Process expectancy, Achievement expectancy, Cost expectancy) played a mediator role between academic self-efficacy and the achievement/satisfaction relationship. These results provided empirical evidence to better understand the mechanism that mediates self-efficacy-achievement and efficacy-course satisfaction relationships. The implications of these findings for teaching and learning in secondary education are discussed.

  13. Self-Efficacy, Satisfaction, and Academic Achievement: The Mediator Role of Students' Expectancy-Value Beliefs

    Directory of Open Access Journals (Sweden)

    Fernando Doménech-Betoret

    2017-07-01

    Full Text Available Although there is considerable evidence to support the direct effects of self-efficacy beliefs on academic achievement, very few studies have explored the motivational mechanism that mediates the self-efficacy–achievement relationship, and they are necessary to understand how and why self-efficacy affects students' academic achievement. Based on a socio-cognitive perspective of motivation, this study examines the relationships among academic self-efficacy, students' expectancy-value beliefs, teaching process satisfaction, and academic achievement. Its main aim is to identify some motivational-underlying processes through which students' academic self-efficacy affects student achievement and satisfaction. Student achievement and satisfaction are two of the most important learning outcomes, and are considered key indicators of education quality. The sample comprises 797 Spanish secondary education students from 36 educational settings and three schools. The scales that referred to self-efficacy and expectancy-value beliefs were administered at the beginning of the course, while student satisfaction and achievement were measured at the end of the course. The data analysis was conducted by structural equation modeling (SEM. The results revealed that students' expectancy-value beliefs (Subject value, Process expectancy, Achievement expectancy, Cost expectancy played a mediator role between academic self-efficacy and the achievement/satisfaction relationship. These results provided empirical evidence to better understand the mechanism that mediates self-efficacy–achievement and efficacy–course satisfaction relationships. The implications of these findings for teaching and learning in secondary education are discussed.

  14. Role Performance of Social Institutions in Student Activities

    Directory of Open Access Journals (Sweden)

    Helen R. Lara

    2017-02-01

    Full Text Available The study was conducted to determine the influence of social institutions on the involvement of students in school activities. The descriptive method of research was used. Purposive sampling was utilized which involved 30 Presidents of all accredited student organizations. The study specifically determined the degree of involvement of students in school activities; and identified the roles of social institutions and the extent of their influence on the involvement of students in college activities. Interviews, documentary analysis and a survey using a questionnaire-checklist were utilized to gather data and information. The study revealed that family and school have a strong influence on the participation of students in school activities. This was so because student leaders are often in direct contact with people who provide support and spend a long time with them. The Church and community are revealed as moderate influences. The moderate influence of social institutions is because students are not exposed to a variety of activities that are equally important in the development of their abilities and skills. It was found that students had limited involvement in church and community undertakings because of the demands put upon them by their academic and non-academic school activities. There is a need to improve students’ participation in the Church and community activities that have moderate influence in order to strengthen their roles

  15. Factors Influencing Students' Self-Concept among Malaysian Students

    OpenAIRE

    Z. Ishak; S. Jamaluddin; F.P Chew

    2010-01-01

    This paper examines the students’ self-concept among 16- and 17- year- old adolescents in Malaysian secondary schools. Previous studies have shown that positive self-concept played an important role in student adjustment and academic performance during schooling. This study attempts to investigate the factors influencing students’ perceptions toward their own self-concept. A total of 1168 students participated in the survey. This study utilized the CoPs (UM) instrument to measure self-concept...

  16. Using the Business Model Canvas (BMC strategy tool to support the Play4Guidance online entrepreneurial game

    Directory of Open Access Journals (Sweden)

    Crotty Yvonne

    2017-12-01

    Full Text Available The Erasmus + Play4Guidance (P4G project introduces an online business game, designed to help teach entrepreneurial, transversal and mathematical skills using a real-world business environment. This paper explains how the Business Model Canvas (BMC strategy tool facilitated student understanding of real life business development prior to playing the game. An initial mapping exercise was conducted to find out if the Business Model Canvas could transform the experience of playing the game by providing an overview of real life business strategy, and explain the crucial role that markets and customers play in business growth. As a result of the mapping exercise a workshop session was developed to ensure that students could enact the real life business scenarios presented in the game. Three different types of videos were produced and integrated into the workshop to demonstrate key entrepreneurial competencies and graphically illustrate the nine key building blocks of the BMC. Survey responses from a student cohort evidenced that the workshop was central in helping them to understand real life business strategy prior to playing the game.

  17. The role of play in Danish child care

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2017-01-01

    of child care. To illustrate how play is a developmental activitity for children, an example of a social fantasy play episode is analysed in order to substantiate the claim: that children’s self-organised play-activities propels social development, authenticity and democratic values.......Children’s play is an immensely central part of child care in Scandinavia. This chapter describes how children’s play with peers and friends is supported by the pedagogical environment of Danish child care. It is argued that play is an existential project for children and that opportunites to play...... freely teaches children to become part of the social order, to become good friends and to solve differences through negotiation. Throughout the chapter the environment facilitating children’s play is illustrated with reference to typical Danish child care practices and research results on quality...

  18. The time-varying role of the family in student time use and achievement

    Directory of Open Access Journals (Sweden)

    Marie C. Hull

    2017-10-01

    Full Text Available Abstract In this paper, I use a unique dataset linking administrative school data with birth records to quantify the importance of time-varying family factors for child achievement and time use. Specifically, I take a model of academic achievement commonly used in the test score literature, and I augment it to include a family-year effect. Identification comes from the large number of sibling pairs observed in the same year. While prior literature has focused on specific shocks, such as job loss, I capture the full set of innovations that are shared across siblings in a given year. The distributions of fixed effects reveal that annual family innovations, relative to what was expected based on the previous year, are more important than teacher assignment for student achievement and also play a substantial role in the time students spend on homework, free reading, and television. JEL Classification I21, J13, J24

  19. Teaching Social Communication Skills Using a Cool versus Not Cool Procedure plus Role-Playing and a Social Skills Taxonomy

    Science.gov (United States)

    Leaf, Justin B.; Taubman, Mitchell; Milne, Christine; Dale, Stephanie; Leaf, Jeremy; Townley-Cochran, Donna; Tsuji, Kathleen; Kassardjian, Alyne; Alcalay, Aditt; Leaf, Ronald; McEachin, John

    2016-01-01

    We utilized a cool versus not cool procedure plus role-playing to teach social communication skills to three individuals diagnosed with autism spectrum disorder. The cool versus not cool procedure plus role-playing consisted of the researcher randomly demonstrating the behavior correctly (cool) two times and the behavior incorrectly (not cool) two…

  20. 41 CFR 102-194.30 - What role does my agency play in the Standard and Optional Forms Management Program?

    Science.gov (United States)

    2010-07-01

    ... What role does my agency play in the Standard and Optional Forms Management Program? Your agency head... 41 Public Contracts and Property Management 3 2010-07-01 2010-07-01 false What role does my agency play in the Standard and Optional Forms Management Program? 102-194.30 Section 102-194.30 Public...

  1. What Role Can Immigration Play in Shaping Europe’s Future?

    Science.gov (United States)

    2011-02-28

    St ra te gy R es ea rc h Pr oj ec t WHAT ROLE CAN IMMIGRATION PLAY IN SHAPING EUROPE’S FUTURE? BY COLONEL FERNANDO PAGLIALUNGA Italian...country. 37 Few years before, Friedrich Merz, the Christian Democrats’ parliamentary leader, said that foreigners who want to come and work in Germany...Hansen, Immigration and Asylum. From 1900 to the Present, Volume 1 (Santa Barbara , California, 2005), 151. 56 Messina, The Logics and Politics of Post

  2. Elementary School Counselors' Perceptions of Reality Play Counseling in Students' Relationship Building and Problem-Solving Skills

    Science.gov (United States)

    Davis, Eric S.; Clark, Mary Ann

    2012-01-01

    In this qualitative study, eight school counselors participated in a series of reality play counseling trainings introducing techniques appropriate for counseling upper-grade elementary school students to enhance positive relationship building and problem solving skills. Participants were interviewed and their transcripts were analyzed using…

  3. London Debates 2009. What role do museums play in the globalisation of culture ?

    OpenAIRE

    School of Advanced Study

    2010-01-01

    This report underlines the central role museums play in the globalisation of culture, and sets out action points to guide academic research, museum practice and policy-making. A report presenting the most important results of the London Debates, led at the School of Advanced Study in May 2009.

  4. What role can ISO 17025 play in the South African mining industry? ; Article

    CSIR Research Space (South Africa)

    Pretorius, CJ

    2013-03-01

    Full Text Available -1 Journal of the Mine Ventilation Society of South Africa March 2013/ Vol 66(1), pp 15-17 What role can ISO 17025 play in the South African mining industry? Pretorius CJ1 and Chesalokile T2 1CSIR. Centre for Mining Innovation 2South African...

  5. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  6. Cross-format analysis of the gaming experience in multi-player role playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Newman, K.; Brolund, T.

    2007-01-01

    Forming one of the major genres of games, Role Playing Games (RPGs) have proven an extremely portable concept, and the games are situated across various cultural and format-related boundaries. The effect of porting RPGs between formats is however a subject of which very little is known. This paper...

  7. How Does the Use of Role-Play Affect the Learning of Year 4 Children in a Predominately EAL Class?

    Science.gov (United States)

    Grant, Katrina; Mistry, Malini Tina

    2010-01-01

    This paper investigates role-play activities and how they can be used within learning for English as an Additional Language (EAL) pupils in a Key Stage 2 setting in England. Through observations, results showed effective role-play activities can be beneficial to EAL pupils, allowing them to practice words and phrases in a relaxed atmosphere…

  8. Doctor/Nurse, Teacher/Caretaker: Children's Gendered Choice of Adult Occupation in Interviews and Role Plays.

    Science.gov (United States)

    Francis, Becky

    1996-01-01

    In interviews, 81 British girls and 64 boys aged 7-11 chose a diverse, less gender-stereotyped selection of jobs. There were differences in the types and attributes of jobs chosen by girls and boys, and few children chose jobs traditional for the opposite sex. In role playing, a majority chose gender-stereotypical occupational roles. (SK)

  9. High School Students' Gender Role Perceptions Regarding Various Professions

    Science.gov (United States)

    Atli, Abdullah

    2017-01-01

    This survey study aims to determine the gender role perceptions of high school students regarding several professions. 724 female (56.9%) and 548 male (43.1%) formed the sample of a total of 1272 high school students. The "Gender Role Perceptions regarding Various Professions Questionnaire" was used to determine the gender role…

  10. Adult Playfulness, Humor Styles, and Subjective Happiness.

    Science.gov (United States)

    Yue, Xiao D; Leung, Chun-Lok; Hiranandani, Neelam A

    2016-12-01

    Playfulness has been referred to as a disposition that involves reframing a situation to amuse others and to make the situation more stimulating and enjoyable. It may serve to shift one's perspective when dealing with environmental threats. Despite all the benefits of playfulness towards psychological well-being, it remains a largely understudied subject in psychology, particularly in Chinese societies. Hence, this study examined the association between adult playfulness, humor styles, and subjective happiness among a sample of 166 university students in Hong Kong and 159 students in Guangzhou, who completed a self-administered questionnaire, including the Short Measure for Adult Playfulness, the Chinese Humor Styles Questionnaire, and the Subjective Happiness Scale. Results showed that adult playfulness was positively correlated with affiliative humor, self-enhancing humor, and subjective happiness in both Hong Kong and Guangzhou samples. By its implication, highly playful Chinese students preferred using affiliative and self-enhancing humor to amuse themselves and others. © The Author(s) 2016.

  11. Human gut microbiota plays a role in the metabolism of drugs.

    Science.gov (United States)

    Jourova, Lenka; Anzenbacher, Pavel; Anzenbacherova, Eva

    2016-09-01

    The gut microbiome, an aggregate genome of trillions of microorganisms residing in the human gastrointestinal tract, is now known to play a critical role in human health and predisposition to disease. It is also involved in the biotransformation of xenobiotics and several recent studies have shown that the gut microbiota can affect the pharmacokinetics of orally taken drugs with implications for their oral bioavailability. Review of Pubmed, Web of Science and Science Direct databases for the years 1957-2016. Recent studies make it clear that the human gut microbiota can play a major role in the metabolism of xenobiotics and, the stability and oral bioavailability of drugs. Over the past 50 years, more than 30 drugs have been identified as a substrate for intestinal bacteria. Questions concerning the impact of the gut microbiota on drug metabolism, remain unanswered or only partially answered, namely (i) what are the molecular mechanisms and which bacterial species are involved? (ii) What is the impact of host genotype and environmental factors on the composition and function of the gut microbiota, (iii) To what extent is the composition of the intestinal microbiome stable, transmissible, and resilient to perturbation? (iv) Has past exposure to a given drug any impact on future microbial response, and, if so, for how long? Answering such questions should be an integral part of pharmaceutical research and personalised health care.

  12. Parenting Talent: A Qualitative Investigation of the Roles Parents Play in Talent Development

    Science.gov (United States)

    Witte, Amanda L.; Kiewra, Kenneth A.; Kasson, Sarah C.; Perry, Kyle R.

    2015-01-01

    Previous research has linked talent development to four factors--early experience, coaching, practice, and motivation. In addition to these factors, contemporary talent experts suggest that parents play a critical role in talent development. The purpose of the present study was to uncover parents' in-time perspectives on the talent development…

  13. Effects of professional development seminars on role conception, role deprivation, and self-esteem of generic baccalaureate students.

    Science.gov (United States)

    Lengacher, C A

    1994-01-01

    This study compared differences in role conception (professional, bureaucratic, and service), role deprivation, and self-esteem among baccalaureate students enrolled in specially designed professional development seminars. More than 100 students participated in the pretests, given on entry to the program, of which 63 completed both the pretest and the posttest given on program exit. The Corwin Role Conception Scale assessed role conceptions and role deprivation and the Coopersmith Adult Form Self-Esteem Inventory assessed self-esteem. Statistically significant differences were found within groups in bureaucratic role conceptions (P = .0009) and self-esteem (P = .0019) and between groups in professional role conception (P = .0057). No differences were found between or within groups for service role conception or role deprivation.

  14. Gender and Regional Differences in Creativity: A Comparative Study on Playfulness and Humor in Postgraduate Students between Mainland China and Taiwan

    Science.gov (United States)

    Luo, Lingling; Zhou, Chunfang; Zhang, Song

    2016-01-01

    This article aims to study both similarities and differences in female students' creativity between Mainland China and Taiwan. As two main aspects influencing creativity, playfulness and humor are especially focused on in this comparative study. Empirical data were collected from 831 students in Mainland China and 703 students in Taiwan. Based on…

  15. Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis

    OpenAIRE

    Peterson, Mark

    2012-01-01

    This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants’ text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a sociocultural perspective. Qualitative analysis reveals the presence of interactional features associated with the development of sociocultural competence...

  16. Roles of Teachers in Orchestrating Learning in Elementary Science Classrooms

    Science.gov (United States)

    Zhai, Junqing; Tan, Aik-Ling

    2015-01-01

    This study delves into the different roles that elementary science teachers play in the classroom to orchestrate science learning opportunities for students. Examining the classroom practices of three elementary science teachers in Singapore, we found that teachers shuttle between four key roles in enabling student learning in science. Teachers…

  17. Well Played: The Origins and Future of Playfulness

    Science.gov (United States)

    Gordon, Gwen

    2014-01-01

    In this article, the author synthesizes research from several disciplines to shed light on play's central role in healthy development. Gordon builds on research in attachment theory that correlates secure attachment in infancy with adult well-being to demonstrate how playfulness might be a lifelong outcome of secure attachment and a primary…

  18. An assessment of student satisfaction with peer teaching of clinical communication skills.

    Science.gov (United States)

    Mills, Jonathan K A; Dalleywater, William J; Tischler, Victoria

    2014-10-13

    Peer teaching is now used in medical education with its value increasingly being recognised. It is not yet established whether students differ in their satisfaction with teaching by peer-teachers compared to those taught by academic or clinical staff. This study aimed to establish satisfaction with communication skills teaching between these three teaching groups. Students participated in a role-play practical facilitated either by clinicians, peer-teachers or non-clinical staff. A questionnaire was administered to first-year medical students after participating in a communication skills role-play session asking students to evaluate their satisfaction with the session. Data were analysed in SPSS 20. One hundred and ninety eight students out of 239 (83%) responded. Students were highly satisfied with the teaching session with no difference in satisfaction scores found between those sessions taught by peers, clinical and non-clinical staff members. 158 (80%) considered the session useful and 139 (69%) strongly agreed tutors facilitated their development. There was no significant difference in satisfaction scores based on tutor background. Satisfaction is as high when tutored by peer-teachers compared to clinicians or non-clinical staff. Constructive feedback is welcomed from a range of personnel. Final-year students could play an increasing role in the teaching of pre-clinical medical students.

  19. Stakeholder Views of Nanosilver Linings: Macroethics Education and Automated Text Analysis Through Participatory Governance Role Play in a Workshop Format.

    Science.gov (United States)

    Dempsey, Joshua; Stamets, Justin; Eggleson, Kathleen

    2017-06-01

    The Nanosilver Linings role play case offers participants first-person experience with interpersonal interaction in the context of the wicked problems of emerging technology macroethics. In the fictional scenario, diverse societal stakeholders convene at a town hall meeting to consider whether a nanotechnology-enabled food packaging industry should be offered incentives to establish an operation in their economically struggling Midwestern city. This original creative work was built with a combination of elements, selected for their established pedagogical efficacy (e.g. active learning, case-based learning) and as topical dimensions of the realistic scenario (e.g. nanosilver in food packaging, occupational safety and health). The product life cycle is used as a framework for integrated consideration of scientific, societal, and ethical issues. The Nanosilver Linings hypothetical case was delivered through the format of the 3-hour workshop Ethics when Biocomplexity meets Human Complexity, providing an immersive, holistic ethics learning experience for STEM graduate students. Through their participation in the Nanosilver Linings case and Ethics when Biocomplexity meets Human Complexity workshop, four cohorts of science and engineering doctoral students reported the achievement of specific learning objectives pertaining to a range of macroethics concepts and professional practices, including stakeholder perspectives, communication, human values, and ethical frameworks. Automated text analysis of workshop transcripts revealed differences in sentiment and in ethical framework (consequentialism/deontology) preference between societal stakeholder roles. These resources have been recognized as ethics education exemplars by the U.S. National Academy of Engineering .

  20. Personality Correlates of Self-Report, Role-Playing, and In Vivo Measures of Assertiveness.

    Science.gov (United States)

    Green, Samuel B.; And Others

    1979-01-01

    Undergraduates completed self-report inventories of assertiveness, participated in behavior role-playing tasks and in vivo measures of assertiveness, and completed the Personality Research Form E (PRF-E). Of 22 PRF-E scales, 11 had at least one significant correlation with assertiveness measures. Some composites of PRF-E scales were related to…