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1

Kasper, Gabriele, and Soo Jung Youn. "Transforming instruction to activity: Roleplay in language assessment." Applied Linguistics Review 9, no. 4 (October 25, 2018): 589–616. http://dx.doi.org/10.1515/applirev-2017-0020.

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AbstractRoleplay is used as a method for education and training, assessment, and research across a wide range of academic and occupational domains, including applied linguistics. In the assessment of speaking and pragmatic competence, roleplay is used to examine how test takers produce and understand social action-in-interaction and in this way overcomes the problem of “construct under-representation”. Roleplay is also chosen for assessment purposes because it accommodates the opposing needs for authenticity and standardization in the design of assessment instruments. While the research literature is mainly concerned with the issue of how roleplay corresponds to real-life interaction, this study asks the more fundamental question of how participants manage to produce roleplays as intelligible unfolding social scenes in the first place. Specifically it explores how the roleplay setup becomes interactionally consequential in roleplays designed to assess the interactional competence of students in an English for academic purposes program. From the joint perspectives of conversation analysis and membership categorization analysis, the study demonstrates how the roleplay participants mobilize their generic and setting-specific interactional competences to accomplish the scenario as a shared practical activity. It shows how the participants jointly “talk the institution into being”, and what details from the setup they treat as necessary, optional, or dispensable. In this way the study reveals the local endogenous order of roleplay as a device for knowledge generation, training, and assessment and spawns further topics for research on roleplay design and interactional competence in a language assessment context.
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Amirkhanova, Karina Muratovna, and Natalia Nikolaevna Bobyreva. "Communication in Training Future EFL Teachers: Simulation and Roleplay in the English Classroom." International Journal of Higher Education 9, no. 8 (October 30, 2020): 7. http://dx.doi.org/10.5430/ijhe.v9n8p7.

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The issue under investigation is topical and significant. Being a communicative language acquisition method, simulation and roleplays develop future teachers' language competencies and pedagogical competence, playing a unique role in forming teacher-student, teacher-parent communication patterns. The article aims at studying the place simulation/roleplay have in this process and its specific features. The authors describe how roleplays and simulations are introduced into the English classroom, examples of supplying study books with roleplay tasks. The methods applied to explore the problem were observation and questionnaire administered to the students at the end of the course. Their analysis has permitted the authors to arrive at several conclusions. The most remarkable conclusion is that introducing simulation/roleplay into the study process significantly influences students' communication skills and academic performance, forming their pedagogic competences and communication patterns. Furthermore, the findings revealed that simulation/roleplay in training foreign language teachers should be well-planned and organized; the author gives some advice concerning it. The study results could be highly substantial for teachers of universities preparing future foreign language teachers.
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Wallin, I., and V. Brukas. "Training forestry students for uncertainty and complexity: the development and assessment of a transformative roleplay." International Forestry Review 26, no. 1 (March 1, 2024): 93–109. http://dx.doi.org/10.1505/146554824838457880.

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Climate change increases the uncertainties associated with the management of forests at the same time as societies seek to intensify the utilization of bio-based resources for climate mitigation. Participatory processes in decision-making are widely acknowledged to be suitable for finding effective and legitimate trade-offs in complex and uncertain situations. Inspired by transformative learning theory, we developed a roleplay within an international forestry master’s program with the aim to train students’ personal skills in preparation for a professional life involving participatory decision-making situations. The analysis of students’ learning experiences, demonstrates the capacity of the roleplay to facilitate transformative learning and train crucial personal skills such as self-reflection, self-awareness and critical reflection. We provide guiding principles for implementing transformative roleplays, or further developing existing roleplays, in regular forestry curricula.
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Falenchia, Merlyn, and Sumardjijati Sumardjijati. "Literasi Digital Remaja dalam Permainan Roleplay di Media Sosial Twitter." JIIP - Jurnal Ilmiah Ilmu Pendidikan 6, no. 6 (June 2, 2023): 4064–72. http://dx.doi.org/10.54371/jiip.v6i6.1585.

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Pengguna media sosial di Indonesia mengalami peningkatan setiap tahunnya. Hingga Januari 2022, pengguna media sosial di Indonesia mencapai 191,4 juta dan Twitter menempati urutan ke-5 dengan 18,45 juta pengguna (Hootsuite, 2022). Baru-baru ini, kata “roleplay” menjadi trending topic di Twitter berkaitan dengan viralnya kasus kejahatan siber yang melibatkan akun roleplay. Maraknya kasus kekerasan siber merupakan dampak negatif dari adanya perkembangan teknologi informasi dan komunikasi yang tidak diimbangi dengan kemampuan literasi digital. Maka dari itu, setiap pengguna media sosial memerlukan kemampuan literasi digital yang baik. Penelitian ini merupakan penelitian deskriptif kualitatif yang bertujuan untuk mengetahui literasi digital para remaja yang bermain roleplay khususnya di kota Surabaya dengan wawancara dan dokumentasi sebagai teknik pengumpulan data. Hasil penelitian menunjukkan bahwa para informan memiliki kemampuan untuk berinteraksi antar roleplayer, mengelola identitas dalam roleplay, mengelola privasi dalam dunia maya, hingga melakukan pengelolaan konten di akun roleplay masing-masing. Sementara motivasi mereka dalam bermain roleplay adalah untuk pelipur stress, bersenang-senang mencari hiburan, mengisi waktu luang, mempromosikan karakter yang mereka gunakan, dan mencari teman-teman di internet. Namun, walaupun mereka memiliki kemampuan literasi digital mereka masih melakukan pelanggaran etika berupa penggunaan identitas milik idolanya tanpa izin dan menggunakan kata-kata kasar di timeline saat berinteraksi dengan teman-temannya. Penggunaan kata-kata kasar ini secara tidak langsung dapat meninggalkan citra buruk bagi sang pemilik identitas asli.
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Prasetyo, Farizqi Feryadhi, and Vinisa Nurul Aisyah. "Self Presentation of Idol K-Pop Roleplay Account in Twitter." MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi 4, no. 3 (October 4, 2023): 278–97. http://dx.doi.org/10.46961/mediasi.v4i3.831.

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This study aims to find out how self-presentations are made by users of K-Pop Idol roleplay accounts on Twitter. Roleplay is the activity of someone who assumes himself as another person or in a certain role. This research was conducted concerning the dramaturgical theory of Erving Goffman. This research is a type of descriptive qualitative research. In this study, data were obtained through observation and interviews which were then analyzed using interactive data analysis techniques. The results obtained in this study indicate that the resource person's roleplay account is the front stage which contains settings, appearance, and manner. Meanwhile, the back stage of the informant is the original life of the resource person which then becomes a place of preparation to form self-concept or impressions in the world of roleplay. Self-presentation can be seen from the appearance of the speakers on the front stage. While the preparation in the back stage includes the concept of identity, reference and motivation. Apart from that, in the back stage, the informant tends to hide the fact that he is a roleplayer
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Yenisca Juniar and Eni Nuraeni Nugrahawati. "Self Discrepancy pada Roleplayer K-Pop pada Komunitas Entertaiment ‘X’ di Twitter." Jurnal Riset Psikologi 1, no. 1 (July 6, 2021): 18–25. http://dx.doi.org/10.29313/jrp.v1i1.89.

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Abstract. Roleplay is defined as an activity where someone parodies their idol. A roleplayer plays a character of his own. In this game everyone does not know the real identity of each, so someone must make their own character. In this community there are several players who use male sex characters even though in the real world he is a woman. Most of them are aged 18-24 years with jobs as students and private employees. Roleplayer in this study has been playing in this community for more than five years and the original self is very different from the virtual self. In these conditions, there is a mismatch of perceptions between Actual Self, Ideal Self, Ought Self and Virtual Self, this is referred to as Self Discrepancy (Higgins, 2000). This research uses descriptive analysis method to find out how Self Discrepancy in K-Pop Rollayer in the Entertiment Community 'x'. The measurement tool uses a questionnaire (SDQ) Self Discrepancies Quitionnaire on 28 roleplay players. The results showed that as many as 64.2% of subjects experienced high self discrepancy and 30% did not experience self discrepancy. Abstrak. Roleplay diartikan sebagai kegiatan dimana seseorang memparodikan idola mereka. Seorang roleplayer ada yang memainkan karakter buatannya sendiri. Dalam permainan tersebut setiap orang tidak mengetahui identitas asli masing-masing, sehingga seseorang harus membuat karakternya sendiri. Pada komunitas ini terdapat beberapa pemain yang menggunakan karakter berjenis kelamin laki-laki padahal di dunia nyata ia seorang perempuan. Kebanyakan dari mereka berusia 18-24 tahun dengan pekerjaan sebagai mahasiswa dan pegawai swasta. Roleplayer pada penelitian ini telah bermain di komunitas ini lebih dari lima tahun dan diri asli yang sangat berbeda dengan diri virtualnya. Dalam kondisi tersebut terjadi ketidakcocokan persepsi antara Actual Self, Ideal Self, Ought Self dan Virtual Self, hal ini disebut sebagai Self Discrepancy (Higgins, 2000). Penelitian ini menggunakan metode analisis deskriptif untuk mengetahui bagaimana Self Discrepancy pada Roleplayer K-Pop di komunitas Entertaiment ‘x’. Alat ukurnya menggunakan kuisioner (SDQ) Self Discrepancies Quitionnaire pada 28 pemain roleplay. Hasil penelitian menunjukkan bahwa sebanyak 64.2% subjek mengalami self discrepancy tinggi dan 30% tidak mengalami self discrepancy.
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Nayar, Burna, and Surabhi Koul. "Blended learning in higher education: a transition to experiential classrooms." International Journal of Educational Management 34, no. 9 (June 3, 2020): 1357–74. http://dx.doi.org/10.1108/ijem-08-2019-0295.

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PurposeThe purpose of this paper is to critically evaluate the learning effectiveness and engagement of blended learning tools in a management course of negotiation skills. The study addresses the dilemma brought to light through literature regarding the learning effectiveness of roleplays as a teaching tool in negotiation training. The study compares the impact of traditional roleplays vis-à-vis roleplays fused with blended tools on learner's performance. The endeavour is to investigate the learning effectiveness of traditional tools (roleplay simulation and lecture) vs blended learning tools (flipped classroom, massive open online courses, independent study fused with roleplay simulation).Design/methodology/approachThe current study delves into a negotiation course to conduct experimental research comparing traditional and blended learning tools. The total number of students who participated in this study were 80.FindingsThe findings indicate the improved learning effectiveness of blended learning tools vis-à-vis traditional tools. Generation Z students were more engaged with the use of blended learning tools and enjoyed the experience. The study recommends blended learning tools for educators aiming to transition from traditional learning to interactive learning to create experiential classrooms.Research limitations/implicationsLimited sample size and single group experimentation are some limitations of the study. Some latent flaws in the implementation of roleplay simulations in negotiation training were revealed during the study. The study focuses solely on a negotiations course taught to management students.Practical implicationsThe study would help academic institutes to comply with the pressing need to impart experiential learning in the classroom. The research would act as a bridge between the industry expectations and academia deliverables.Social implicationsThe study would help academic institutes to comply with the pressing need to impart experiential learning through blended learning in the classroom. The research would act as a bridge between the industry expectations and academia deliverables.Originality/valueThe study addresses the dilemma in the literature, which, on the one hand, upholds the learning effectiveness of roleplays as a teaching tool, and on the other hand, suggests that roleplays have lost their applicability due to advancement in students' exposure to technology. The study in itself is unique, as it addresses the need for higher student engagement in the classroom.
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Winarty, Shenthya, and Ratna Puspita. "Fenomena Jual Beli Username Twitter sebagai Ajang Eksistensi Diri (Studi Fenomenologi Konstruksi Identitas Roleplayer)." Jurnal Mahardika Adiwidia 3, no. 1 (January 11, 2024): 1–13. http://dx.doi.org/10.36441/mahardikaadiwidi.v3i1.1999.

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Roleplay is a game played on social media where individuals assume the persona of an artist and manage corresponding social media accounts. This activity involves building a social media identity, with many roleplayers attempting to do so optimally, even resorting to buying usernames at relatively high prices for survival. This research adopts a phenomenological approach, employing observational data collection techniques, and participant interviews, and explores the process of buying and selling usernames on Twitter.The results of this study reveal two primary methods for username transactions: manual searching through the platform's search bar using specific keywords and utilizing Autobase, a tool designed explicitly for buying and selling purposes. Beyond detailing the procedural aspects of username transactions, the research delves into the motives driving individuals to engage in roleplay. One enduring method in roleplaying is the acquisition of usernames, motivated by identity consistency and personal enjoyment. However, the significance of being a roleplayer extends beyond username acquisition. This study emphasizes that the existence of roleplayers is not solely measured by the quality of their usernames. Participants acknowledge that cultivating a positive character and image is equally crucial for their continued presence in the roleplay community.
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Negara, Irma Manda. "LITERATURE REVIEW: WHY USING ROLEPLAY METHOD IN TEACHING SPEAKING?" Jurnal Ilmiah Spectral 7, no. 1 (January 31, 2021): 001–10. http://dx.doi.org/10.47255/spectral.v7i1.68.

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The roleplay method is one of the methods proven to improve students' speaking ability. This study aims to provide a more in-depth explanation of the use of the roleplay method in learning English to improve students' speaking skills. This research is a literature study by carrying out stages in the form of searching and finding relevant data, analyzing the data found, and expressing ideas from these findings. This study examines the understanding of the roleplay method, the procedure for implementing the roleplay method, and the impact of the roleplay method, especially in improving students' speaking skills. Based on the results, it was found that the roleplay method can improve students' speaking skills, increase self-confidence, collaboration among students, and make the learning atmosphere fun and interesting.
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Kluge, David. "Beyond Roleplay: Simulation and RPG for Language Learning." JALT PIE SIG: Mask and Gavel 2, no. 1 (June 2013): 20–24. http://dx.doi.org/10.37546/jaltsig.pie2.1-3.

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Roleplay is a popular activity that many EFL writers recommend, and many EFL teachers also agree that it has great promise. However, roleplay is not often used in EFL classes for several reasons, among them the spotty success rate of the activity. In addition, even if the roleplay is successful, there are doubts about the language learning that results from the one­off, stand­alone roleplay activity. This paper suggests a possible alternative: simulation/RPG (roleplaying game), sometimes known as live RPG, and gives some indications on how to implement it in the EFL classroom. It gives suggestions on how to insure a higher success rate for the basic roleplay activity, and then recommends expanding the idea of roleplay into the simulation/RPG activity to allow for extension of the English­using simulated world, elaboration of the students' selected roles, and expansion of the language learning experience.
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Pratiwi, Andini Putri. "IDENTITAS VIRTUAL PADA ROLEPLAYER DI TWITTER." Prosiding Konferensi Nasional Sosial dan Politik (KONASPOL) 1 (January 24, 2023): 215. http://dx.doi.org/10.32897/konaspol.2023.1.0.2372.

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This research aims to determine the emergence of the roleplay phenomenon that forms a virtual identity in Twitter social media. This brings up character differences in the original identity of the roleplay account owner. The development of increasingly advanced technology shows that everyone can hide their true identity but can still socially interact freely. The method used in this research is a qualitative research with a phenomenological research approach. The technique used in this research is sourced from interviews and documentation. Interviews were conducted with one person and observations made by players in online interactions on the activity of the Twitter account @dyeonjuft. The results of this study indicate that the virtual identity that is formed in the roleplayer phenomenon depends on the idol whose identity is borrowed to form an account user character. The communication process carried out online is related to the CMC theory which allows another life in the virtual world.
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Maulana, Cecep, and Bambang Panca Syahputra. "WRITING DIALOGUE FOR ROLEPLAY." JOURNAL OF SCIENCE AND SOCIAL RESEARCH 6, no. 1 (February 20, 2023): 196. http://dx.doi.org/10.54314/jssr.v6i1.1189.

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Abstract: This research is based on improving writing skills, especially on how to make dialogues and use role playing in the classroom. The main purpose of this research is to follow up on student understanding in writing dialogue and using role playing for STMIK Royal students, especially the SI 1L class in the 2022/2023 academic year. In STMIK Royal student learning for writing skills, students have problems especially with writing because they are lazy to do this activity. so that lecturers give high attention and motivation and also change good material to them. This research method is classroom action research (CAR). The data in this study uses percentage analysis. The respondents of this study were students at STMIK Royal Kisaran which consisted of 35 students. Based on the results of data analysis, there was an increase in achievement in writing dialogue and using role playing by showing the pre-test and post-test which consisted of intervals, results, the number of students' frequency and presentation of the pre-test and post-test showed a very good increase of around 98 % the percentage where the scores that get very good grades are around 18 students or around 51% while good grades are around 15 students or around 42% while sufficient grades get 2 students with a percentage of around 05% while low grades and failing approx. Keywords: writing dialogue; for role play. Abstrak: Penelitian ini didasarkan pada peningkatan keterampilan menulis, khususnya tentang bagaimana membuat dialog dan menggunakan bermain peran di dalam kelas. tujuan utama dari penelitian ini adalah untuk menindaklanjuti pemahaman mahasiswa dalam menulis dialog dan menggu bermain peran untuk mahasiswa STMIK Royal, khususnya kelas SI 1L pada tahun akademik 2022/2023. Dalam pembelajaran mahasiswa STMIK Royal untuk keterampilan menulis, para mahasiswa memiliki masalah terutama tentang menulis karena mereka malas melakukan kegiatan ini. sehingga dosen memberikan perhatian dan motivasi tinggi dan juga mengubah materi yang baik kepada mereka. Metode penelitian ini adalah penelitian tindakan kelas (PTK). Data dalam penelitian ini menggunakan analisis persentase. Responden penelitian ini adalah mahasiswa di STMIK Royal Kisaran yang terdiri dari 35 mahasiswa. Berdasarkan hasil analisis data, terdapat peningkatan prestasi menulis dialog dan menggunakan bermain peran dengan menunjukkan pre-test dan post-test yang terdiri dari Interval, Hasil, jumlah frekuensi siswa dan presentasi dari pre-test dan post-test menunjukkan peningkatan yang sangat baik sekitar 98% persentase dimana nilai yang mendapatkan nilai sangat baik sekitar 18 siswa atau sekitar 51% sedangkan nilai yang baik sekitar 15 siswa atau sekitar 42% sedangkan nilai yang cukup mendapat 2 siswa dengan persentase sekitar 05% sedangkan nilai yang rendah dan gagal sekitar. Kata kunci: menulis dialog; untuk bermain peran.
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Astuti, Endang Setiyo. "STUDENTS’ PERCEPTION TOWARD ROLE PLAY ACTIVITY IN THE ESP CLASS ROOM." Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya 23, no. 2 (July 2, 2017): 29–32. http://dx.doi.org/10.33503/paradigma.v23i2.330.

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Pembelajaran bahasa Inggris yang dikhususkan dalam konteksbidang tertentu dikenal dengan ESP (BahasaInggrisuntuktujuankhusus). Tujuannya adalah untuk mengembangkan potensi linguistic mahasiswa yang membutuhkan pengetahuan bahasa di bidangnya.Sejalan dengan tujuannya, pembelajaran ESP dilakukan dengan mengajarkan keterampilan berbahasa, salah satunya adalah keterampilan berbicara. Penelitian inidilakukan di sebuah Akademi Kebidanan di Malang, yang melaksanakan program ESP bagi mahasiswanya. Dalam proses pembelajarannya, salah satu instruktur menerapkans trategi roleplay karena melihat bahwa strategi ini dapat memotivas imahasiswa untuk aktif berbicara bahasaInggris. Maka, tujuan penelitian ini adalah untuk mendeskripsikan bagaimana kegiatan roleplay dilakukan di kelas ESP dan apa persepsi mahasiswa terhadap kegiatan roleplay. Penelitian ini menggunakan metodedeskriptifkualitatif yang menggunakan angket, interview, dan observasi sebagai instrument untuk mengumpulkan data. Hasilnya menunjukkan bahwa mahasiswa memiliki persepsi yang positif terhadap kegiatan dalam roleplay karena mereka berkesempatan untuk berlatih berbicara bahasa Inggrisdengan mengalam isituasi yang seolah-olah nyata di dunia kerja sehingga meningkatkan percaya diri mereka.Kegiatan dalam roleplay juga dapat meningkatkan interaksi di antara mahasiswa.
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Yovita, Marcellina, and Mita Aswanti Tjakrawiralaksana. "PENERAPAN INTERVENSI SOCIAL STORY DAN ROLEPLAY UNTUK MENINGKATKAN KOMPETENSI SOSIAL PADA REMAJA DENGAN AUTISM SEPCTRUM DISORDER." JURNAL PSIKOLOGI INSIGHT 5, no. 1 (May 18, 2021): 1–18. http://dx.doi.org/10.17509/insight.v5i1.34221.

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Abstract This research is aimed to investigate the effect of Social Story intervention combined with roleplay to increase social competence, such as social understanding and social skill on a teenager with Autism Spectrum Disorder (ASD). The design of this research is single subject design, with a 14-year-old teenage boy with ASD as a participant. Social understanding was measured by answers from the participant on social story worksheet, whereas social skill was measured qualitatively observed during roleplay and on natural settings. The results showed that the implementation of Social Story combined with roleplay improves the social competence, cognitively (social understanding) and behaviourally (social skill) on a teenager with ASD. AbstrakPenelitian ini bertujuan untuk mengetahui efek dari intervensi yang menerapkan Social Story dan roleplay untuk mengembangkan kompetensi sosial yang terdiri atas pamahaman sosial dan keterampilan sosial pada remaja dengan Autism Spectrum Disorder (ASD). Desain penelitian ini adalah single-subject design, dengan seorang remaja laki-laki berusia 14 tahun tahun yang didiagnosa memiliki ASD sebagai partisipan. Pemahaman sosial secara kognitif diperoleh dari jawaban partisipan pada lembar kerja Social Story. Sedangkan dari ranah perilaku, pemahaman sosial tercermin dari perilaku yang ditampilkan saat roleplay dan di situasi alamiah. Hasil penelitian menunjukkan bahwa penerapan Social Story dan roleplay berhasil meningkatkan kompetensi sosial, baik secara kognitif (pemahaman sosial) maupun secara perilaku (keterampilan sosial) pada remaja dengan ASD.
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Paskaliana, Virginia. "Peta Wisata Sebagai Sarana Role Play." Jurnal Cerdik: Jurnal Pendidikan dan Pengajaran 1, no. 1 (December 21, 2021): 11–26. http://dx.doi.org/10.21776/ub.jcerdik.2021.001.01.02.

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Keterampilan berbicara pada pelajaran Bahasa Jepang di SMA Negeri 6 Malang perlu mendapat perhatian lebih, karena peserta didik merasa tidak percaya diri dan pasif dalam berbicara. Tujuan penelitian ini adalah untuk meningkatkan keterampilan berbicara Bahasa Jepang siswa SMA Negeri 6 Malang dengan metode roleplay berbantuan peta wisata. Data dikumpulkan dari peserta didik kelas XI Bahasa, dan dianalisis secara deskriptif kualitatif. Hasil penelitian ini adalah: (1) Penggunaan metode roleplay berbantuan peta wisata dapat meningkatkan hasil tes lisan pada siklus pertama dan kedua; (2) respon siswa menunjukkan tanggapan positif pada penggunaan media peta wisata. Penggunaan media peta wisata yang sudah siswa pilih sendiri, membuat peserta didik lebih percaya diri dan menjiwai peran dalam roleplay saat menjadi guide dan wisatawan. Oleh karena itu, disimpulkan bahwa penggunaan metode roleplay dapat meningkatkan keterampilan berbicara, dan dapat diaplikasikan pada materi yang sederhana.
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Juliarta, I. Made, I. Gede Nika Wirawan, and Komang Astiari. "PELATIHAN BAHASA INGGRIS DENGAN METODE ROLEPLAY." Jurnal Warta Desa (JWD) 5, no. 1 (May 20, 2023): 25–29. http://dx.doi.org/10.29303/jwd.v5i1.216.

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Pelatihan bahasa Inggris role play ini dilaksanakan di kampus jurusan Keperawatan Poltekkes Denpasar. Pelatihan bahasa Inggris role play ini bertujuan untuk meningkatkan kemampuan Bahasa Inggris dasar bagi mahasiswa keperawatan. Metode pelatihan Bahasa Inggris ini menggunakan metode roleplay. Pelatihan Bahasa Inggris dengan metode role play ini digunakan agar mahasiswa keperawatan bisa melatih kemampuan bahasa Inggris dalam ilmu medis yang akan digunakan dalam dunia kerja ini.Pelatihan bahasa Inggris dengan metode roleplay ini dilaksanakan berkat kerja sama antara prodi bahasa Inggris Universitas Bali Dwipa dan Jurusan Keperawatan. Pelatihan bahasa Inggris ini menggunakan metode persuasif yang merupakan metode yang diaplikasikan dalam proses pembelajaran roleplay ini. Sebelum melakukan pelatihan bahasa Inggris dengan menggunakan metode role play ini, dilakukan metode pengumpulan data yang dilakukan berdasarkan observasi yaitu dengan mengamati fenomena yang terjadi di lapangan. Pelatihan yang diberikan kepada peserta antara lain pelatihan Bahasa Inggris dasar dengan metode roleplay.
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Juliarta, I. Made, and I. Gede Nika Wirawan. "Pelatihan Bahasa Inggris Dengan Methode Toastmaster Dan Roleplay." Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat 1, no. 4 (October 31, 2021): 286–92. http://dx.doi.org/10.25008/altifani.v1i4.171.

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Pelatihan bahasa Inggris ini dilaksanakan di kampus jurusan Keperawatan Poltekkes Denpasar. Adapun tujuan dari pelaksanaan kegiatan pengabmas ini yaitu untuk meningkatkan kemampuan Bahasa Inggris dasar bagi mahasiswa keperawatan. Metode pelatihan Bahasa Inggris ini menggunakan metode toastmaster dan roleplay. Metode pelatihan Bahasa Inggris dengan teknik role play dipilih agar mahasiswa keperawatan bisa melatih kemampuan bahasa Inggris dalam ilmu medis yang akan digunakan dalam dunia kerja ini. Program pelatihan bahasa Inggris dengan metode toastmaster dan roleplay ini dilaksanakan berkat kerja sama antara prodi bahasa Inggris Universitas Bali Dwipa dan Jurusan Keperawatan. Metode persuasif merupakan metode yang diaplikasikan dalam proses pembelajaran toasmaster dan roleplay dengan jenis kegiatan kualitatif. Sebelum melakukan kegiatan pembelajaran dengan mahasiswa di kelas, dilakukan metode pengumpulan data yang dilakukan berdasarkan observasi yaitu dengan mengamati fenomena yang terjadi di lapangan. Adapun pelatihan yang diberikan kepada peserta antara lain pelatihan Bahasa Inggris dasar dengan metode toasmaster dan roleplay.
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Larocque, Suzanne. "Roleplay: Three Questions and Answers." TESL Canada Journal 3, no. 2 (June 26, 1986): 80. http://dx.doi.org/10.18806/tesl.v3i2.489.

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Hastuti, Puji, and Fajaria Nur Aini. "METODE BERMAIN PERAN LEBIH EFEKTIF DARI STUDI KASUS UNTUK MENINGKATKAN PERSEPSI MAHASISWA TENTANG KODE ETIK KEBIDANAN." Jurnal Ners 7, no. 1 (March 6, 2023): 148–51. http://dx.doi.org/10.31004/jn.v7i1.12505.

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Kode etik profesi tenaga kesehatan merupakan suatu pedoman yang menyeluruh dan integrasif tentang sikap dan perilaku yang harus dimiliki seorang tenaga kesehatan. Menjadi penting adanya kajian tentang kode etik ini agar dapat diterapkan oleh tenaga kesehatan yang dihasilkan. Tujuan penelitian mengetahui efektifitas metode studi kasus dan bermain peran terhadap persepsi mahasiswa. Variabel bebas dalam penelitian ini adalah studi kasus dan bermain peran. Variabel terikatnya adalah persepsi mahasiswa tentang kode etik. .Hipotesis penelitian ini ada perbedaan efektifitas metode studi kasus dan bermain peran terhadap persepsi mahasiswa tentang kode etik. Jenis penelitian yang digunakan adalah quasy eksperiment. Rancangan yang digunakan yaitu pretest posttest group design. Hasil penelitian menunjukkan perlakuan studi kasus lebih banyak yang mengalami penurunan persepsi, sedangkan pada kelompok perlakuan roleplay lebih banyak yang mengalami peningkatan persepsi. Setelah dilakukan uji beda diketahui bahwa tidak terdapat perbedaan persepsi yang signifikan pada kelompok studi kasus. Sebaliknya, pada kelompok roleplay terjadi perbedaan persepsi yang signifikan sebelum dan setelah dilakukan roleplay. Disarankan untuk menggunakan berbagai macam metode pembelajaran khususnya roleplay dalam pembelajaran tentang etika kebidanan
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CRAIG, R. J., and A. J. GREINKE. "ACCOUNTING HISTORY AND GOVERNMENTAL INQUIRIES: AN EXPERIMENT IN ADVERSARIAL ROLEPLAY." Accounting Historians Journal 21, no. 2 (December 1, 1994): 117–34. http://dx.doi.org/10.2308/0148-4184.21.2.117.

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Governmental inquiries where accounting is a central focus are a rich resource for injecting much needed historical content into accounting courses in higher education. An adversarial roleplay recreated a Wage Stabilization Board hearing in Washington, D.C. which, in 1952, led to President Truman's seizure of the American steel industry and ultimately to a constitutional crisis. The roleplay centered on the accounting issues debated by that Board in response to a highly provocative submission by W. A. Paton on behalf of the steel industry. The roleplay revealed strong support for recourse to such historical materials in providing an enjoyable, stimulating and effective way of learning accounting theory. Ancillary benefits were that students gained a better understanding of some important economic, political and constitutional issues in American history.
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Amir, Mochamad Abdul Azis, Ananda Rachmaniar, Hendri Rismayadi, and Andre Julius. "IMPROVING STUDENTS’ ACHIEVEMENT MOTIVATION THROUGH ROLEPLAY." International Journal of Global Operations Research 1, no. 3 (August 7, 2020): 96–102. http://dx.doi.org/10.47194/ijgor.v1i3.49.

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The background of the study is the low achievement motivation of the studentsin which they are unable to show their potential optimally. Thisstudy aims to increase the students’achievementmotivation throughroleplay. The study employed a quasi-experimental method with a nonequivalent (pretest and posttest) control group design. The participants of the study were the grade X students ofSMAN 6 Bandung in academic year 2019/2020. The result shows that students’ achievement motivation is increased through role play. Role playtechniqueis able to provide changes in the students’ attitudes which are supported by the results of the assessment conducted on selected students as assessors.
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Marianne. "Roleplay et troll sur le net." Revue internationale de psychosociologie XIII, no. 30 (2007): 259. http://dx.doi.org/10.3917/rips.030.0259.

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McLaughlan, R. G., and D. Kirkpatrick. "Online roleplay: design for active learning." European Journal of Engineering Education 29, no. 4 (December 2004): 477–90. http://dx.doi.org/10.1080/03043790410001716293.

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Zam Zam Jamaludin, Alfi Fahimiah, Dea Silviani, Nisna Nursarofah, and Pidi Mohamad Setiadi. "PENGEMBANGAN METODE ROLEPLAY MELALUI FRAMEWORK MERDEKA BELAJAR SEBAGAI UPAYA UNTUK MENINGKATKAN KEMANDIRIAN BELAJAR SISWA." Jurnal Cakrawala Pendas 8, no. 3 (July 11, 2022): 648–60. http://dx.doi.org/10.31949/jcp.v8i3.2352.

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Penelitian ini dilatarbelakangi karena siswa kurang memiliki kemandirian dalam belajar akibat pembelajaran daring saat pandemi Covid-19. Tujuan penelitian ini untuk menghasilkan metode roleplay melalui Framework Merdeka Belajar sebagai upaya untuk meningkatkan kemandirian siswa dalam belajar. Penelitian ini dilakukan dengan model pengembangan Reeves yaitu: 1) identifikasi dan analisis masalah oleh peneliti dan praktisi secara kolaboratif; 2) mengembangkan solusi yang didasarkan pada patokan teori, design principle, yang ada dan inovasi teknologi; 3) melakukan proses berulang untuk menguji dan memperbaiki solusi secara praktis; 4) refleksi untuk menghasilkan design principle serta meningkatkan implementasi dari solusi secara praktisi. Teknik pengumpulan data dilakukan dengan cara wawancara dan observasi. Subjek penelitian ini yaitu 2 guru dan 23 siswa kelas III SDN Songgokerto 03, Kota Batu. Simpulan dari penelitian ini menunjukan bahwa metode roleplay melalui framework Merdeka Belajar yang telah dikembangkan valid, praktis, dan dapat digunakan serta mendapatkan respon positif dari guru yang menyatakan pembelajaran dengan mengembangkan metode roleplay melalui framework Merdeka Belajar dapat dipahami oleh siswa serta diterapkan dalam pembelajaran di Sekolah Dasar.
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Hamid, Syifa Fadhilah, Agus Mulyana, and Muhammad Tegar Pambudi. "ENHANCING ELEVENTH GRADE STUDENTS' SPEAKING SKILLS THROUGH ROLEPLAY IMPLEMENTATION." Lingua 19, no. 2 (December 18, 2023): 209–25. http://dx.doi.org/10.34005/lingua.v19i2.3199.

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This research was conducted at SMA Negeri 2 Tangerang Regency to investigate the impact of roleplay on enhancing the speaking skills of 11th-grade students. The study encompassed a population of 72 students from classes 11 MIPA 1 and 11 MIPA 2. Employing a quantitative approach and a quasi-experimental method, data was collected through classroom observations and assessments. The results of this study were analysed using SPSS 22, employing the Wilcoxon model. The analysis demonstrated that the two-tailed Wilcoxon test produced a statistically significant result, with the "assym.sig" value exceeding the Wilcoxon test criteria. As a result, the null hypothesis (Ho) was rejected, and the alternative hypothesis (Ha) was accepted. This indicates that the implementation of roleplay as a teaching method had a significant positive influence on students' communication and speaking skills. This research contributes valuable insights into the effectiveness of roleplay in enhancing speaking skills, offering practical implications for educators seeking to improve language proficiency among 11th-grade students.
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Arumi Ribas, Marta, and Mireia Vargas-Urpi. "Strategies in public service interpreting." Interpreting. International Journal of Research and Practice in Interpreting 19, no. 1 (May 8, 2017): 118–41. http://dx.doi.org/10.1075/intp.19.1.06aru.

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Strategies have been far more widely researched in conference interpreting than in the interactional setting of public service interpreting (PSI), although studies of the latter by Wadensjö and other authors suggest a strategic rationale for certain types of rendition (especially non-renditions). The present article describes an exploratory, qualitative study, based on roleplay, to identify strategies in PSI: the roleplays were designed to incorporate a variety of ‘rich points’, coinciding with peak demands on the interpreter’s problem-solving capacities and therefore particularly relevant to empirical study of interpreting strategies. Five interpreter-mediators with the Chinese–Spanish/Catalan language combination were each asked to interpret three different dialogues, in which the primary participants’ input was a re-enactment of real situations. Analysis of the transcribed video recordings was complemented by a preliminary questionnaire and by retrospective interviews with the interpreters. Their strategies, classified according to whether the problems concerned were essentially linguistic or involved the dynamics of interaction, in some cases reflect priorities typically associated with intercultural mediation. The advantages and limitations of using ‘rich points’ and roleplays in the study of interpreting strategies are briefly discussed
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Bray, Eric. "Doing role-play successfully in Japanese language classrooms." Language Teacher 34, no. 2 (March 1, 2010): 13. http://dx.doi.org/10.37546/jalttlt34.2-2.

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Roleplay is a traditional EFL technique included in many books on EFL methodology as well as mass-market English textbooks. However, roleplay can be a challenge in Japanese EFL classrooms, and teachers are often wary of the uncomfortable silence that can result when trying this relatively open-ended activity with students accustomed to teacher-fronted classes and tightly controlled language-practice activities focused on form. In fact, roleplay can be a great tool for language learning and considerable fun for students and the teacher alike if set up and monitored carefully with attention to a few key points. When done successfully, roleplays can also transform the atmosphere of the classroom as students manage the risk and unpredictability of freer language use. ロールプレイは市販の教科書で使われているだけでなくEFL方法論テキストにも明記されている従来からあるテクニックである。しかしながら、教師主導型の授業や厳しく制限された言語形態重視の練習に慣れている学生相手に、この比較的無制限の言語活動を行うと不快な沈黙を伴うことが多く、日本の授業で行うには課題の多いテクニックである。だが実際、いくつかのカギとなる点を考慮に入れて注意深く組み立て調整すれば、学生にとっても教師にとっても言語学習の効果的、かつ楽しみを与えてくれる手段でもある。ロールプレイがうまく作動すると、学生は自由な言語活動が持つ危険性と予測不能性にうまく対処し、クラスの雰囲気は大きく変わるのである。
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Fauzan, Lutfi, Nur Hidayah, Fitri Wahyuni, Husni Hanafi, Rofiqoh Rofiqoh, and Nanda Alfan Kurniawan. "The effect of reverse roleplay training to improve the counselor’s mind skills." Journal of Education and Learning (EduLearn) 17, no. 4 (November 1, 2023): 491–98. http://dx.doi.org/10.11591/edulearn.v17i4.20752.

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Mind skills become the counselor’s internal competencies that support the counselor’s self-development in providing guidance and counseling services. Mind skills consist of six components that are interrelated and often integrated. The metacognitive thinking process is the key to success in how counselors can manage their thoughts and mental states through these six components. This study examined the success of the reverse roleplay training strategy to improve the counselor’s mind skills. The method was quasi-experimental quantitative with a pretest-posttest design. The subjects of this study were 31 counselors in Malang Raya, Indonesia. Data analysis in this study used two stages, descriptive statistical analysis and hypothesis test. The results showed that the counselor’s mind skills achievements before and after the intervention marked a difference with significant increase. Reverse roleplay increased the participants’ understanding and experience of the thoughts, perceptions, and feelings from broader perspectives. The counselor’s mental experiences involved during counseling sessions become a “full presence” for the therapeutic relationship. This research suggests further research to explore the counselor’s mental experiences in detail. As for practical implication, the reverse roleplay is recommended as a training design for improving the internal competencies of counselors and educators in general.
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P. Jaisridhar, P. Jaisridhar, M. Sankar M. Sankar, and P. Velusamy P. Velusamy. "Techniques of Eliciting Data from the Farmers Through Roleplay." International Journal of Scientific Research 2, no. 10 (June 1, 2012): 1–3. http://dx.doi.org/10.15373/22778179/oct2013/151.

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Ganji, Kiran Kumar, Anil Kumar Nagarajappa, Mohammed G. Sghaireen, Kumar Chandan Srivastava, Mohammad Khursheed Alam, Shadi Nashwan, Ahmad Al-Qerem, and Yousef Khader. "Quantitative Evaluation of Dental Students’ Perceptions of the Roleplay-Video Teaching Modality in Clinical Courses of Dentistry: A Pilot Study." Healthcare 11, no. 5 (March 2, 2023): 735. http://dx.doi.org/10.3390/healthcare11050735.

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In the modern era of dentistry, role modeling/roleplaying is one of the most prevalent and recommended methods of dental education. Working on video production projects and using student-centred learning also help students create feelings of ownership and self-esteem. This study aimed to compare students’ perceptions of roleplay videos among genders, different disciplines of dentistry, and different levels of dental students. This study included 180 third- and fourth-year dental students registered in courses such as ‘Introduction to Dental Practice’ and ‘Surgical management of oral and maxillofacial diseases’, respectively, at the College of Dentistry at Jouf University. Four groups of recruited participants were pre-tested using a questionnaire about their clinical and communication skills. The students were tested again using the same questionnaire at the end of the workshop to evaluate improvements in their skills. The students were then assigned to create roleplay videos with respect to demonstrated skills related to all three disciplines (Periodontics, Oral Surgery, and Oral Radiology) in a week’s time. Students’ perceptions of the roleplay video assignments were collected through a questionnaire survey. The Kruskal–Wallis test was used to compare responses for each section of the questionnaire (p < 0.05). Improvements in problem-solving and project management skills during video production were reported by 90% of the participants. No significant difference (p > 0.05) in the mean scores of the responses was found with respect to the type of discipline involved in the process. There was a significant difference in the mean scores of the responses between male and female students (p < 0.05). The fourth year participants demonstrated increased mean scores and significantly higher (p < 0.05) mean scores than third-year participants. Students’ perceptions of roleplay videos differed by gender and the level of the students, but not by the type of discipline.
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Nugroho, Farid Setyo. "PENGARUH PENDIDIKAN KESEHATAN DENGAN METODE ROLE PLAY TERHADAP PENGETAHUAN DAN SIKAP SISWA KELAS X." Jurnal Kesehatan 12, no. 1 (June 16, 2019): 46–55. http://dx.doi.org/10.23917/jk.v12i1.8956.

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Masih tingginya stigma dan diskriminasi terhadap Orang Dengan HIV dan AIDS (ODHA) dan Anak Dengan HIV dan AIDS (ADHA) disebabkan kurangnya pengetahuan dan sikap masyarakat tentang tata cara penularan HIV. Tujuan dalam penelitian ini adalah untuk mengetahui pengaruh pendidikan kesehatan dengan metode roleplay tentang ODHA terhadap pengetahuan dan sikap siswa kelas X. Penelitian ini menggunakan quasi eksperimen dengan Pre dan Post Test.Terdapat pengaruh pendidikan kesehatan dengan metode role play dengan pengetahuan siswa kelas X tentang ODHA dimana p value sebesar 0,000. Terdapat pengaruh pendidikan kesehatan dengan metode roleplay dengan sikap siswa kelas X tentang ODHA dimana p value sebesar 0,000. Pendidikan kesehatan dengan role play memberikan pengaruh terhadap peningkatan pengetahuan dan terbentuknya sikap yang positif terhadap ODHA.
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Ningsih, Ni Kd Juni, I. Wayan Sadyana Sadyana, and Gede Satya Hermawan Satya Hermawan. "IMPLEMENTASI ROLEPLAY DALAM PEMBELAJARAN BAHASA JEPANG OLEH GURU DI SMK NEGERI 1 SINGARAJA." Jurnal Pendidikan Bahasa Jepang Undiksha 5, no. 2 (November 26, 2019): 89. http://dx.doi.org/10.23887/jpbj.v5i2.19006.

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Penelitian ini bertujuan untuk (i) mengetahui implementasi roleplay dalam pembelajaran bahasa jepang di SMK Negeri 1 Singaraja dan (ii) kendala yang dialami guru dalam pembelajaran bahasa jepang dengan metode roleplay di SMK Negeri 1 Singaraja. Penelitian ini adalah metode penelitian deskriptif kualitatif. Subjek penelitian ini adalah guru bahasa jepang SMK Negeri 1 Singaraja. Teknik pengumpulan data dilaksanakan melalui observasi, wawancara, dan dokumentasi. Teknik analisis data pada penelitian ini dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Berdasarkan analisis yang dilakukan, diperoleh hasil sebagai berikut. (i) Implementasi roleplay dalam pembelajaran bahasa jepang di SMK Negeri 1 Singaraja dilaksanakan melalui kegiatan ouyou renshuu sebagai aplikasi keterampilan berbicara. (ii) Kendala yang dialami dalam penerapan roleplay, yaitu keterbatasan waktu dalam proses pembelajaran, kurangnya pengetahuan siswa mengenai hatsuon (intonasi) dalam pengucapan bahasa Jepang, dan kecenderungan siswa menghafal tanpa mengetahui makna percakapan sehingga terkesan kurang menghayati.Kata Kunci : metode roleplay, keterampilan berbicara. 本論の目的は(1)シンガラジャ第1専門高等学校の日本語科授業における使用されるロールプレイ、(2)ロールプレイ学習法による日本語科授業において同校指導者が直面する問題を 明らかにすることである。本論は定性的記述研究である。調査対象は、シンガラジャ第1専門高等学校の日本語同校指導者である。データは授業観察、インタビュー、ドクメンテーションである。本論の分析法としてはデータ整理、データの提示 ,結論でである。この調査の結果は(1)シンガラジャ第1専門高等学校の日本語科授業において、会話力のためロールプレイ学習に応用練習を使用されている。(2)ロールプレイ学習法において直面する問題点としては、授業時間、発音、覚え方である。keyword : ロールプレイ学習法、日本語、会話力
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Pratiwi, Laras Puspa, and Assas Putra. "MOTIF SOSIOGENESIS PASANGAN ROLEPLAY DALAM MEDIA SOSIAL TWITTER." Jurnal Manajemen Komunikasi 2, no. 2 (April 18, 2019): 127. http://dx.doi.org/10.24198/jmk.v2i2.12932.

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Kaman, Vicki S., and Cynthia Bentson. "Roleplay Simulations for Employee Selection: Design and Implementation." Public Personnel Management 17, no. 1 (March 1988): 1–8. http://dx.doi.org/10.1177/009102608801700101.

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This article describes how to design and implement job-relevant roleplay simulation exercises for employee selection and promotion. Exercises designed for the positions of police sergeant and personnel director in a city government organization are used to illustrate the development of practical content-valid procedures. Suggestions on developing relevant ideas, working with roleplayers, facilitating raters, and minimizing candidate anxiety are included.
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Filiutina, Tatiana Nikolaevna. "DEVELOPMENT OF ROLEPLAy skills OF PRESCHOOLerS IN iNCLUSIVE EDUCATION." Pedagogical Education in Russia, no. 9 (2018): 131–37. http://dx.doi.org/10.26170/po18-09-18.

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Kok, Bethany E., Declan Dagger, Conor Gaffney, and Austin Kenny. "Experiential Learning at Scale with Computer-Based Roleplay Simulations." International Journal of Advanced Corporate Learning (iJAC) 11, no. 2 (December 19, 2018): 24. http://dx.doi.org/10.3991/ijac.v11i2.9364.

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<p class="0BodyText">Experiential learning is an effective method for changing behavior and teaching new material at work. Unfortunately, experiential learning is difficult to deliver at scale as it requires hands-on participation and interactivity.</p><p class="0BodyText">EmpowerTheUser (ETU)’s computer-based roleplay simulations enable experiential learning at scale. In a simulation, learners take on a role and have to react to various situations and make choices that have downsteam consequences. ETU Simulations engage the learner in cycles of assessment and practice, with summative scoring in the assessment mode and real time coaching and feedback in the practice mode. </p><p class="0BodyText">ETU partnered with one of the oldest custodian banks headquartered in New York to deliver a series of three simulations on risk management to nearly 6,000 managers on five continents. User feedback shows that learners are highly satisfied with the program. Performance improved from simulation I to simulation II, indicating transfer of learning. Underperforming learners were remediated using the assess/practice/assess learning loop, resulting in a 227% improvement in performance.</p><p class="0BodyText">EmpowerTheUser Simulations provided fast, consistent training in risk management. Feedback was overwhelmingly favorable and decision tracking within the simulations demonstrated effective learning.</p>
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Benko, Filip, Dana Urminská, Michal Ďuračka, and Eva Tvrdá. "Signaling Roleplay between Ion Channels during Mammalian Sperm Capacitation." Biomedicines 11, no. 9 (September 12, 2023): 2519. http://dx.doi.org/10.3390/biomedicines11092519.

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In order to accomplish their primary goal, mammalian spermatozoa must undergo a series of physiological, biochemical, and functional changes crucial for the acquisition of fertilization ability. Spermatozoa are highly polarized cells, which must swiftly respond to ionic changes on their passage through the female reproductive tract, and which are necessary for male gametes to acquire their functional competence. This review summarizes the current knowledge about specific ion channels and transporters located in the mammalian sperm plasma membrane, which are intricately involved in the initiation of changes within the ionic milieu of the sperm cell, leading to variations in the sperm membrane potential, membrane depolarization and hyperpolarization, changes in sperm motility and capacitation to further lead to the acrosome reaction and sperm–egg fusion. We also discuss the functionality of selected ion channels in male reproductive health and/or disease since these may become promising targets for clinical management of infertility in the future.
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Jödick, Friederike. "GUI Redesign für den RolePlay-Chat, ein Werkzeug für das computervermittelte Rollenspiel (Redesign of a Usable User Interface for Computer Supported Roleplay)." i-com 3, no. 2/2004 (February 1, 2004): 47–49. http://dx.doi.org/10.1524/icom.3.2.47.38350.

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ZusammenfassungDer vorliegende Beitrag zeigt Defizite der grafischen Benutzungsoberfläche eines kooperativen, Chat-basierten Lernwerkzeugs auf, die hauptsächlich fehlender Awareness zuzuschreiben sind. Als Lösungsansatz wird die Prozess-Awareness präsentiert, die das prozessgesteuerte, selbst organisierte Lernen unterstützt und für den Lernenden handhabbarer macht.
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Brown, Rose. "Training as a Psychological Well-being Practitioner: Evaluating the role of experiential learning and reflection in developing client-centred assessment skills and building the therapeutic alliance." Clinical Psychology Forum 1, no. 242 (February 2013): 11–14. http://dx.doi.org/10.53841/bpscpf.2013.1.242.11.

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This article reflects upon my experiences of conducting a roleplay assessment scenario during my training as a Psychological Well-being Practitioner in order to explore the value of experiential learning and reflection in developing client-centred assessment skills.
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Tentama, Fatwa, Tika Rahayu, Nurrina Handayani, and Devi Yuliania. "Entrepreneurship mentoring program and training in Dusun II, Susukan, Banjarnegara." Jurnal Pemberdayaan: Publikasi Hasil Pengabdian Kepada Masyarakat 7, no. 2 (November 6, 2023): 54–60. http://dx.doi.org/10.12928/jpm.v7i2.6579.

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This service aims to provide entrepreneurship training to the Dusun II people, Susukan, Banjarnegara. The method used in this service is lecture, discussion and practice, and roleplay. This program targets homemakers, adolescents, and kindergarten students in Dusun II, Susukan. Homemakers and adolescents are given a program consisting of lectures on entrepreneurial motivation and the practice of making creative products using secondhand goods. At the same time, kindergarten students are given a roleplay program for entrepreneurship by playing the role of seller and buyer. Through this program, the people of Dusun II Susukan, Banjarnegara, learned the importance of entrepreneurship and the skills to process used materials into items of economic value. Furthermore, people can make various innovations to create various other creative products. In addition to bringing economic benefits, this activity has also improved the quality of human resources in Dusun II Susukan, Banjarnegara, by increasing their skills.
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Yulianingsih, Endah, Sri Sujawaty, and Puspita Sukmawaty Rasyid. "PELATIHAN KETRAMPILAN PENGEMBANGAN KOMPETENSI PSIKOSOSIAL PADA REMAJA DI SMP NEGERI 6 KOTA GORONTALO." GEMASSIKA : Jurnal Pengabdian Kepada Masyarakat 4, no. 2 (December 2, 2020): 119. http://dx.doi.org/10.30787/gemassika.v4i2.578.

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Masa remaja adalah masa peralihan antara masa kanak-kanak dan dewasa. Pada masa tersebut remaja mengalami banyak perubahan baik fisik, hormonal dan psikosoial. Remaja sering merasa tidak nyaman dan bereaksi secara emosiaonal, misalkan mudah tersinggung, mudah marah, suka membantah, tidak mau lagi dianggap sebagai anak, tetapi belum dapat diberi tanggung jawab penuh sevagai orang dewasa. Berbagai perubahan dapat mempengaruhi lingkungan remaja sehingga dapat menyebabkan remaja rawan terhadap perilaku berisiko seperti hubungan seks pranikah, IMS, HIV/AIDS, Napza termasuk rokok dan tawuran. Pelatihan ini bertujuan meningkatkan kemampuan dan ketrampilan remaja dalam menghadapi berbagai tantangan terkait masalah kesehatan yang ditemui dalam berkehidupan social. Metode yang dilakukan dalam pengabdian ini adalah Pelatihan meliputi ceramah yang diberikan oleh pemateri, tanya jawab dan praktik menggunakan studi kasus dan roleplay. pendekatan studi kasus. Hasil dari kegiatan ini Berdasarkan hasil yang diperoleh dalam kegiatan pengabdian masyarakat, kegiatan ini memberikan kemampuan pengembangan kompetensi psikososial remaja yang diwujudkan dalam bentuk kemampuan remaja menolak pengaruh negatif yang ditunjukkan dalam hasil penilaian kuisioner, praktik dan roleplay
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Rofiqi, Erfan, Mira Triharini, and Abdul Aziz Alimul Hidayat. "The Effectivenes of Simulation Methods to Improve Communicatio Skill in Clinical Nursing Practice : A Systematic Review." STRADA Jurnal Ilmiah Kesehatan 9, no. 2 (November 1, 2020): 1238–49. http://dx.doi.org/10.30994/sjik.v9i2.420.

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Communication is one of the competence areas that is needed by nursing students, especially in clinical nursing practice. The purpose of this study was to analyze the effect of the simulation method on improving communication skills in nursing clinical practice. Using Systematic design review. Search for articles was conducted from 29 Apri to 16 Juni 2020 by accessing five electronic databases (Scopus, Science Direct, Pubmed, Ebscohost dan ProQuest). The article year is limited from 2015-2020. Assessing the quality of articles using the JBI Critical Apprational Tool and PRISMA checklist as a guide in article screening. A total of 25 articles were analyzed according to inclusion criteria. The selected article is divided into two broad themes about simulation methods with exercises (n = 14) and simulation methods with roleplay or role-playing (n = 11). Simulation methods with exercises and roleplay or role-playing effective in improving communication skills in nursing clinical practice.
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Dewi, Lingga Curnia, Lailatun Ni'mah, Sylvia Dwi Wahyuni, and Ika Nur Pratiwi. "PENINGKATAN PENGETAHUAN DAN SIKAP HIDUP BERSIH DAN SEHAT MELALUI PELATIHAN DUTA LINGKUNGAN SEHAT PONDOK PESANTREN DI ERA PANDEMI COVID-19." E-Amal: Jurnal Pengabdian Kepada Masyarakat 2, no. 1 (January 20, 2022): 587–92. http://dx.doi.org/10.47492/eamal.v2i1.1072.

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Pondok pesantren meghadapi ancaman penyakit secara umum tetapi penularan COVID-19. Faktor risiko yang mungkin menimbulkan berbagai dampak terhadap gangguan kesehatan di pondok pesantren adalah sanitasi yang buruk dan perilaku masyarakat yang kurang baik di lingkungan pesantren. Situasi ini perlu dicegah untuk meminimalkan efek yang lebih buruk. Pengabdian kepada masyarakat ini bertujuan untuk meningkatkan perilaku hidup sehat termasuk mencegah penularan Covid-19 di pondok pesantren. Sebanyak 29 siswa mengikuti program ini. Metode yang digunakan adalah pemberian edukasi dan roleplay, disertai dengan pre-dan-post tes dengan kuisioner. Kuesioner terdiri dari pengetahuan dan sikap terkait sanitasi lingkungan, personal hygiene, dan penyakit menular. Uji Wilcoxon sign rank test menunjukkan ada pengaruh yang signifikan antara pengetahuan dengan p=0,001 dan sikap p=0,038 (P<0,05). Pelatihan duta lingkungan merupakan salah satu program yang disarankan untuk mendukung lingkungan sehat yang berkelanjutan. Selain itu, roleplay juga diharapkan dapat meningkatkan motivasi siswa untuk menerapkan gaya hidup sehat.
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Aini, Aisyah Nur, Hery Prayitno, and Putri Puspitasari. "The Effect of Roleplay Method Health Education on Knowledge of Earthquake Disasters in Kindergarten B Children at Baiturahmah PAUD in Bandung City." Healthy-Mu Journal 6, no. 2 (December 20, 2022): 55–59. http://dx.doi.org/10.35747/hmj.v6i2.433.

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Earthquakes are disasters that often occur in Indonesia. West Java is one of the areas most prone to earthquakes. The earthquake in West Java was caused by local fault activity, namely the Lembang Fault. Awareness of the importance of disaster preparedness can increase individual actions in protecting and saving themselves from disaster hazards. This study aims to identify the effect of providing health education with the roleplay method on the ability to deal with earthquake disasters in Kindergarten B children in Baiturrahmah. This type of research uses a pre-experimental method with a sample of 18 respondents taken with a saturated sample. The instrument used is a questionnaire about children's knowledge about earthquake natural disasters and a checklist of children's skills. The results of the bivariate analysis showed that there was an influence with a p-value of 0.00 on roleplay health education on the ability to deal with earthquake disasters in Kindergarten B children in the Baiturahmah Kindergarten Early Childhood Unit.
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Kusumo, Mahendro Prasetyo. "Health Behavior Education to Prevent Coronavirus Disease-19 in Orphanages: Roleplay Strategies." Open Access Macedonian Journal of Medical Sciences 9, E (November 13, 2021): 1480–84. http://dx.doi.org/10.3889/oamjms.2021.6870.

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BACKGROUND:There is currently a considerable international debate around school closings and children's role in transmitting SARS-CoV-2. AIM: This study wants to develop health education to increase knowledge and behavior of clean living in orphanages during the COVID-19 pandemic. METHOD: The design used was a quasi-experimental one-group pre-post-test design. The study was conducted at an orphanage located in Yogyakarta from October to December 2020. The sample size in this study was 171 orphanage with total sampling technique. The data collection technique used a questionnaire. Data were analyzed using paired-sample t-test. All children at the orphanage as respondents adjusted for inclusion criteria. The roleplay method through cartoon art performances was to convey the material. The questionnaire was used to assess the knowledge and practice of healthy living habits during the COVID-19 pandemic. RESULTS: The resulting data were analyzed using paired-sample t-test. There were differences in children's behavior before and after health education (p <0.005). The selection of educational methods was the primary key to success in increasing knowledge and healthy living behavior. The roleplay method using cartoon characters could convey health messages. Before playing the role, the researchers compiled scenarios and story transcripts used for health education. The atmosphere was relaxed and fun to increase children's motivation to get involved when delivering the material. CONCLUSION: The roleplay method through cartoon art performances effectively changed knowledge and behavior in healthy living during the COVID-19 pandemic. The story selection performed was the key to this method's success.
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Ardianto, Puthut, and Muhamat Ridho Yuliyanto. ""I AM ENTHUSIASTIC!": EXPLORING STUDENTS' RESPONSES ON THE ROLEPLAY ASSIGNMENT." Academic Journal Perspective : Education, Language, and Literature 8, no. 2 (November 30, 2020): 135. http://dx.doi.org/10.33603/perspective.v8i2.3974.

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In communicative language teaching, role play has become one of the most well-known activities among language teachers. In fact, in higher educational context, role play is considered to be a good method to facilitate learners’ oral proficiency. However, the researchers often found some teachers assign too demanding and unclear role play. In fact, some students complained about the implementation of role play at the department. This research aims at revealing students’ responses when having role play as their group assignment in English classes. A descriptive qualitative design was employed to obtain the research objectives, namely how role play was implemented in the eyes of students and what responses they gave to its assignment. To gather the data, an interview was conducted to one male participant and two female participants taking the Literary Appreciation course at one English Department of a private Islamic university in Yogyakarta. Based on the interview, nine stages were implemented in assigning role play.They are announcing the assignment; distributing materials for role play; modelling the role play; grouping; distributing roles; giving time to prepare the play; creating a role play;having the performance; and giving feedback. Also, there were six responses from students towards the assignment namely happy; not bored; shocked; entertained; anxious; and enthusiastic.
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McGovern, Eavan, Céline Louapre, Julien Cassereau, Constance Flamand-Roze, Elise Corsetti, Prasanthi Jegatheesan, David Bendetowicz, et al. "NeuroQ: A neurophobia screening tool assesses how roleplay challenges neurophobia." Journal of the Neurological Sciences 421 (February 2021): 117320. http://dx.doi.org/10.1016/j.jns.2021.117320.

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Warland, Jane, and Morgan Smith. "Using online roleplay in undergraduate midwifery education: A case-study." Nurse Education in Practice 12, no. 5 (September 2012): 279–83. http://dx.doi.org/10.1016/j.nepr.2012.06.008.

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Maier, H. R. "Meeting the challenges of engineering education via online roleplay simulations." Australasian Journal of Engineering Education 13, no. 1 (January 2007): 31–39. http://dx.doi.org/10.1080/22054952.2007.11463999.

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Cahyono, Bagus Dwi, Ida Zuhroidah, and Mokhammad Sujarwadi. "EFFECTIVENESS OF STANDARDIZED PATIENTS AND ROLE-PLAY SIMULATION METHODS IN IMPROVING SELF-CONFIDENCE AND THERAPEUTIC COMMUNICATION SKILLS OF NURSING STUDENTS." Nurse and Health: Jurnal Keperawatan 9, no. 1 (June 15, 2020): 9–15. http://dx.doi.org/10.36720/nhjk.v9i1.128.

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Background: Communication skills are critical skills that must be possessed by nurses because communication is a dynamic process that is used to collect assessment data, provide education or health information to influence clients to apply it in life, show caring, provide comfort, foster self-confidence and, value respect - client value. Nurses in communicating with clients must have high confidence in the effect of these communications.Objectives: The purpose of this study was to analyze the differences in the effect of standardized patient simulation methods and role play in increasing self-confidence and therapeutic communication skills of students of the Nursing Academy of Pasuruan.Methods: The design of this study is the quasi experimental study. There are two therapeutic communication training groups. Group A uses a Standardized Patient (SP) and, Group B uses the role play (RP) method. The population in this study were students of the Nursing Academy of Pasuruan, and the sample was taken by simple random sampling with a sample size group of 16 standardized patients and a roleplay group of 16 people. The measuring instrument used was an observation sheet on therapeutic communication skills and a questionnaire on confidence in therapeutic communication. The effectiveness of the two methods was analyzed by the non-parametric test, namely the Mann Whitney test, to test 2 unpaired samples.Results: The results of this study indicate that there are differences in standardized patient methods and role play on self-confidence and therapeutic communication skills in nursing academy students who are statistically significant at 0.03 (p=0.05).Conclusion: The standardized patient method is more effective in increasing self-confidence and therapeutic communication skills in nursing academy students compared to the roleplay method. Keywords: Standardized Patient, Roleplay, Therapeutic Communication, Self-Confidence
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