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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 (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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Atiqah, Atiqah, and Noor Efni Salam. "Fenomena Komunikasi Pemain Roleplay pada Pengguna Akun K-Pop Twitter Kalangan Remaja di Kota Pekanbaru." Jurnal Ilmu Komunikasi 13, no. 1 (2024): 11–25. http://dx.doi.org/10.35967/jkms.v13i1.7546.

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Pemain roleplay pengguna akun K-Pop menjadi yang paling umum saat ini. Penelitian ini bertujuan untuk menganalisis motif pemain roleplay Twitter kalangan remaja di Kota Pekanbaru memilih menggunakan akun K-Pop, makna karakter yang dipilih serta pengalaman komunikasi pemain selama bermain roleplay. Penelitian ini menggunakan metode kualitatif dengan pendekatan fenomenologi. Hasil penelitian menunjukkan motif karena (Because Motive) seperti keinginan mencari teman yang memiliki kesamaan minat yaitu menyukai K-Pop, ingin mengenal idola, serta memudahkan mencari teman dalam bermain roleplay serta motif harapan (In order to motive) yaitu mecari keuntungan, mendapatkan informasi pendidikan dan pekerjaan, meningkatkan kemampuan bersosialiasi serta meningkatkan kemampuan berbahasa Inggris. Makna peran yang dipilih adalah sebagai versi lain dari diri roleplayer, sebagai inspirasi serta sebagai role model. Pengalaman menyenangkan yang ditemukan yaitu kesempatan menjalin hubungan diluar karakter yang diperankan, serta berpacaran didunia roleplay. Sedangkan pengalaman kurang menyenangkan meliputi konflik dengan sesama roleplayer, sextingl serta mendapat cemoohan dari lingkungan sekitar.
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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 (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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Agustini, Dina Rahayu. "PENGGUNAAN BAHASA INDONESIA DALAM KOMUNITAS ROLEPLAY DI PLATFORM FACEBOOK." Diksatrasia : Jurnal Ilmiah Pendidikan Bahasa dan Sastra Indonesia 8, no. 2 (2024): 305. http://dx.doi.org/10.25157/diksatrasia.v8i2.15161.

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Penelitian ini berjudul “Penggunaan Bahasa Indonesia dalam Komunitas Roleplay di Platform Facebook”. Rumusan masalah dalam penelitian ini adalah bagaimana penggunaan bahasa Indonesia dalam komunitas roleplay di platfrom Facebook. Tujuan dari penelitian ini adalah untuk mendeskripsikan penggunaan bahasa Indonesia dalam komunitas roleplay di platform Facebook.Metode penelitian yang digunakan adalah metode deskriptif kualitatif. Teknik pengumpulan data yang digunakan adalah teknik studi pustaka, teknik simak catat, dan teknik analisis. Hasil penelitian terhadap penggunaan bahasa Indonesia dalam komunitas roleplay di platform Facebook dapat disimpulkan bahwa penelitian ini menyimpulkan bahwa penggunaan bahasa Indonesia dalam komunitas roleplay di platform Facebook cenderung belum sepenuhnya mematuhi kaidah kebahasaan dalam memposting atau berkomentar, menyebabkan kekeliruan bagi anggota yang sedang belajar bahasa Indonesia yang benar. Masih terdapat kekurangan dalam penerapan kaidah ejaan, namun pilihan kata sebagian besar sudah tepat digunakan. Dalam komunitas tersebut, roleplayer cenderung menyusun kalimat yang fungsi sintaksisnya sudah sesuai, sehingga pesan yang disampaikan penulis dapat dipahami dengan baik oleh pembaca.
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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 (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 (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 (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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Aldiyah, Windy, and Muhammad Iqbal. "Interaksi Pasangan Sesama Lelaki BxB Dalam Permainan RolePalay Idol K-Pop di Twitter (X)." Journal of Education Religion Humanities and Multidiciplinary 2, no. 2 (2024): 1250–62. https://doi.org/10.57235/jerumi.v2i2.4276.

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Penelitian ini bertujuan untuk menganalisis cara berinteraksi pasangan bxb dalam permainan roleplay yang terdaat di twitter (X) dengan menggunakan teori interaksi simbolik yang dicetuskan oleh George Herbert Mead. Penelitian ini berfokus pada Mengindentifikasi aktivitas-aktivitas yang dilakukan oleh pasangan BxB dalam permainan roleplay yang ada di Twitter (x) dan menganalisis cara pasangan BxB dalam memaknai simbol-simbol yang digunakan sebagai representasi pesan yang di sampaikan oleh para pasangan roleplay. Metode penelitian yang digunakan adalah kualitatif dengan menggunakan pendekatan etnografi virtual, dengan mengekplorasi dan merefleksikan implikasi-implikasi dari interaksi dan komunikasi terdapat di internet melalui permainan roleplay idol kpop yang terdapat di twitter (X). Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dan dokumentasi yang dilakukan secara virtual di Twitter (X). Teknik analisis data yang digunakan dalam penelitian adalah Analisis Media Siber (AMS) yang terdapat beberapa tingkat tahapan yaitu level ruang media, level dokumen media, level objek media, dan level pengalaman. Hasil dari penelitian ini menunjukan hasil sebagai berikut: 1) Aktivitas pasangan roleplayer diadaptasi dari kehidupan nyata sehingga para pasangan roleplayer akan menjalin hubungan romansa seperti pada umumnya, adapun aktivitas itu berupa pelukan, ciuman, merayakan aniversarry dan lain-lain yang dilakukan secara virtual melalui direct massege. 2) Cara pasangan BxB dalam memaknai simbol-simbol sebagai representasi pesan yang di Sampaikan ada beberapa cara yaitu melalui imagine, foto, video, atau gif, serta ragam bahasa berupa texing. 3) Penggunaan teori interaksi simbolik George Herbert Mead pada penelitian ini berfokus pada bagaimana simbol-simbol seperti foto, emotikon, layout, imagine dan gaya mengetik dapat berguna untuk membangun identitas, peran, ekspresi dan emosi.
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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 (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 (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 (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 (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 (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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Zakaria, Mohd Fahimi, and Mohd Adi Amzar Muhammad Nawawi. "Roleplay sebagai aktiviti bahasa dalam pengajaran dan pembelajaran bahasa arab." ATTARBAWIY: Malaysian Online Journal of Education 8, no. 2 (2024): 110–19. https://doi.org/10.53840/attarbawiy.v8i2.244.

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Roleplay merupakan aktiviti bahasa yang mampu membantu meningkatkan kefahaman pelajar dalam proses pengajaran dan pembelajaran (PdP) bahasa Arab di pelbagai peringkat pendidikan sama ada pendidikan rendah, menengah dan tinggi. Aktiviti bahasa seperti Roleplay sesuai bagi pelajar yang bermula dari peringkat asas dan tiada latar belakang pendidikan bahasa kerana melalui Roleplay, pelajar akan diasah dengan kemahiran bertutur (speaking skill) yang merupakan kemahiran bahasa yang penting. Seterusnya Roleplay dapat membantu pelajar untuk bertutur dalam bahasa Arab dengan menggunakan perkataan dan ayat yang mudah serta mampu berkomunikasi dengan rakan dalam bahasa Arab asas. Kajian ini dijalankan ke atas 72 responden yang mengikuti kursus Bahasa Arab Asas I (TAC401) sebagai bahasa ketiga dari dua fakulti di Universiti Teknologi MARA (UiTM) pada sesi pengajian semester Mac 2024. Dapatan kajian menunjukkan terdapat faktor tertentu yang menjadi pendorong kepada pelajar dalam PdP sehingga dapat meningkatkan kemampuan bertutur dalam bahasa Arab melalui aktiviti Roleplay di samping beberapa kriteria lain yang menjadi penilaian dalam PdP bahasa Arab bagi kursus TAC401 di UiTM. Meskipun hanya 18 responden yang pernah mengambil subjek Bahasa Arab Tinggi Ketika peringkat Sijil Pelajaran Malaysia (SPM) dan peringkat Sijil Tinggi Agama Malaysia (STAM), namun lebih 50 responden masih menunjukkan penguasaan bahasa Arab pada tahap baik yang dapat dilihat melalui aktiviti Roleplay semasa sesi PdP. Roleplay is a language activity that can help improve students' understanding in the teaching and learning process (PdP) of the Arabic language at various levels of education, whether primary, secondary or higher education. Language activities such as Roleplay are suitable for students who start from the basic level and do not have background in language education because through Roleplay, students will be honed with speaking skills which is an important language skill. Next Roleplay can help students to speak in Arabic by using simple words and sentences and be able to communicate with friends in basic Arabic. This study was conducted on 72 respondents who followed the Basic Arabic I course (TAC401) as a third language from two faculties at Universiti Teknologi MARA (UiTM) in the study session of the March 2024 semester. The findings of the study show that there are certain factors that motivate students in PdP so as to be able to improve speaking ability in Arabic through Roleplay activities in addition to several other criteria that are evaluated in the Arabic PdP for the TAC401 course at UiTM. Although only 18 respondents had ever taken the Higher Arabic subject at the Sijil Pelajaran Malaysia (SPM) level and at the Sijil Pelajaran Malaysia (STAM) level, more than 50 respondents still showed a good command of Arabic which can be seen through Roleplay activities during the PdP session.
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Maulana, Cecep, and Bambang Panca Syahputra. "WRITING DIALOGUE FOR ROLEPLAY." JOURNAL OF SCIENCE AND SOCIAL RESEARCH 6, no. 1 (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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Hidayat, Astra Shada, Jayanti Hemakumari Agnes Silvia, and J. A. Wempi. "Perilaku Konsumtif Subkultur Pemuda Pada Game Grand Theft Auto Roleplay “Executive Roleplay”." WACANA: Jurnal Ilmiah Ilmu Komunikasi 23, no. 2 (2024): 226–40. https://doi.org/10.32509/wacana.v23i2.3708.

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The consumerist behavior among young people, solely aimed at fulfilling desires, is increasingly prevalent, from streaming to playing online games. In the game GTA V Roleplay, there is a donation or sales system involving virtual items designed to enhance the role-playing experience and the sense of reality in the game. Many players spend millions of rupiahs to purchase these virtual items purely for entertainment or to boost their status within the game. This undoubtedly impacts the consumerist influence exerted by these GTA V Roleplay players in pursuit of their satisfaction while playing the game. To comprehend and analyze the phenomenon of teenage consumptive behavior in the game GTA V "Executive Roleplay," this study employs a descriptive-qualitative method based on Jean Baudrillard's theory of consumer society. Data collection involves interviews and focus group discussions with 8 informants, including 7 players and 1 server admin handling virtual item transactions. Data analysis in this study utilizes Miles and Huberman's approach. Teenagers derive satisfaction and excitement from playing the game and obtaining desired vehicles or items. In the online game GTA V Roleplay, consumerist behavior is evident. Such behavior persists due to the persuasive communication among players and the identity formation among teenagers through game participation, reflecting the happiness and satisfaction derived from these activities.
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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 (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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Luke, Sara E., Deana Ford, Michelle Vaughn, and Angelica Fulchini-Scruggs. "Using Mixed Reality Simulation and Roleplay to Develop Preservice Teachers’ Metacognitive Awareness." Journal of Technology and Teacher Education 29, no. 3 (2021): 389–413. https://doi.org/10.70725/164279zjkiny.

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Scholars have advocated for practice-based experiences, including high-leverage practices and metacognition, to be incorporated within preservice teacher programs, as they have the most pervasive impact on students’ learning. One way in which teacher preparation programs have incorporated practice-based experiences is through the use of simulations, including mixed reality simulations and roleplay. The purpose of this mixed methods study was to investigate the influence that mixed reality simulations and roleplay had on 14 preservice teachers’ metacognitive awareness. Two groups of preservice teachers engaged in both mixed reality simulations and roleplay within the context of parent-teacher conferences. Quantitative data were obtained across three administrations of the Metacognitive Awareness Inventory for Teachers. The participants provided qualitative data by completing written reflections on four occasions. Separate analyses of quantitative and qualitative data were merged and compared. The results revealed that the mixed reality simulations and roleplay experiences significantly improved preservice teachers’ metacognitive awareness. Furthermore, there were interesting differences between the perceptions of the preservice teachers regarding the difficulty and complexity of the mixed reality simulations and roleplay experiences.
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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 (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 (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 (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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Vanisree, M., KVVN Sai Bhargav, and Divyanshi Ontipuli. "Roleplay: A Tool for Engaging English Language Learners." Integrated Journal for Research in Arts and Humanities 4, no. 3 (2024): 14–17. http://dx.doi.org/10.55544/ijrah.4.3.3.

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This article examines the advantages of incorporating roleplay into academic environments, with a specific emphasis on its ability to improve communication and promote the acquisition of vocabulary among students. The study explores the design concerns and assessment methodologies used in roleplay exercises in academic settings, emphasising their efficacy in fostering critical thinking, argumentation skills, and a profound comprehension of course material. The study investigates the impact of roleplay activities on learners' readiness for real-life business interactions, acquisition of negotiation skills, and improvement of professional communication in business environments.
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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 (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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Martínez García, Kim. "El desarrollo de la narrativa online en videojuegos." VISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual 16, no. 7 (2024): 157–67. http://dx.doi.org/10.62161/revvisual.v16.5387.

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El Grand Theft Auto (GTA) V Roleplay es una modalidad de su versión online multijugador que transforma la narrativa, la interacción y las mecánicas originales. Se estudian cinco tipos de servidor (Drift, Race, Players Versus Players, Players Versus Environment y Roleplay) para determinar qué posibilidades ofrece cada uno y qué tipo de agencia obtiene el jugador. Cada categoría construye una experiencia diferente mediante la implementación de eventos narrativos, facciones o interacciones sociales. Así se determina que, aunque el GTA Roleplay se hizo popular gracias a los influencers, se sigue desarrollando gracias al compromiso de sus jugadores.
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Azkia, Hafna Azkia Nur, Revalina Putri Herwanto, and Alvina Anindyta Putri. "Pengaruh Roleplay di Media Sosial Terhadap Perkembangan Kepribadian Remaja." Komunikologi: Jurnal Pengembangan Ilmu Komunikasi dan Sosial 8, no. 1 (2024): 82. http://dx.doi.org/10.30829/komunikologi.v8i1.18544.

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<p><strong>Abstrak</strong></p><p><span>Perkembangan kepribadian remaja di Indonesia mengalami penurunan yang cukup signifikan, sehingga hal ini menjadi masalah yang cukup serius dan perlu diperhatikan. Salah satu penyebab adanya penurunan perkembangan ini disebabkan oleh dampak negatif yang ditimbulkan dari permainan </span><em>Roleplay</em> di media sosial saat ini. Tujuan penelitian ini adalah menganalisa pengaruh <em>Roleplay</em> bagi perkembangan kepribadian remaja serta solusi dari dampak permainan <em>Roleplay</em>. Metode yang digunakan adalah kualitatif. Teknik pengumpulan data adalah wawancara mendalam. Hasil penelitian ini menunjukkan bahwa <em>Roleplay</em> memiliki pengaruh yang cukup besar bagi perkembangan kepribadian remaja dan solusi yang dapat kami berikan adalah perlunya edukasi orang tua kepada anak mengenai dampak yang akan ditimbulkan jika tidak menggunakan sosial media dengan bijak.</p><p> </p><p><em><strong>Abstract</strong></em></p><p><em>The development of adolescent personality in Indonesia has decreased significantly, so this is a serious problem that needs attention. One of the causes of this decline in development is caused by the negative impact of Roleplaying games on social media today. The purpose of this study is to analyze the influence of roleplay on adolescent personality development as well as solutions to the impact of roleplay games. The method used is qualitative. The data collection technique is in-depth interviews. The results of this study indicate that Roleplay has a considerable influence on the development of adolescent personality and the solution we can provide is the need for parental education to children about the impact that will be caused if they do not use social media wisely</em></p>
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Abdullah, Rinzani Nur, and Adi Muhammad Ramadhan. "Analisis Komunikasi Interpersonal Pemain Korean Roleplay di Lingkungan Keluarga." Al-Ittishol: Jurnal Komunikasi dan Penyiaran Islam 5, no. 2 (2024): 171–86. http://dx.doi.org/10.51339/ittishol.v5i2.2194.

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Dalam komunikasi di media sosial yang tidak terikat oleh ruang dan waktu dapat melibatkan pihak yang aktif dalam berkomunikasi. Salah satu media sosial yang paling digemari oleh kalangan remaja saat ini adalah twitter atau yang sekarang dikenal dengan X. X merupakan media sosial yang memungkinkan penggunanya untuk mengirim dan membaca pesan. Dalam media sosial X ini terdapat suatu fenomena yang cukup populer dikalangan remaja penggemar idola K-pop. Fenomena ini dikenal dengan korean roleplay atau bermain peran, fenomena korean roleplay yang populer di media sosial X ini, para pemain menuangkan imajinasi yang berisi fantasi-fantasi nya dalam memainkan peran mereka layaknya sang idola di kehidupan sehari-hari. Penelitian ini bertujuan untuk mengetahui Komunikasi Interpersonal Pemain Korean Roleplay di Lingkungan Keluarga. Penelitian ini menggunakan metodologi kualitatif deskriptif dengan metode pengumpulan data wawancara dan observasi. Terdapat tiga responden yang ditetapkan dengan berdasarkan teknik purposive sampling. Hasil dari penelitian ini menunjukan bahwa sebagian besar pemain korean roleplay memiliki kemampuan yang baik dalam berkomunikasi interpersonal di lingkungan keluarganya.
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Larocque, Suzanne. "Roleplay: Three Questions and Answers." TESL Canada Journal 3, no. 2 (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 (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 (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 (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 (2004): 477–90. http://dx.doi.org/10.1080/03043790410001716293.

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Maulidya Aisyah Kusuma Dewi, Indriatie, S.Kp., M.M.Kes., Sari Luthfiyah, S.Kp.,M.Kes., and Dr. Joko Suwito, S.Kp., M.Kes. "Audiovisual and Roleplay Education Improves Hand Washing Knowledge and Skills in School-Age Children." International Journal of Advanced Health Science and Technology 5, no. 3 (2025): 140–48. https://doi.org/10.35882/ijahst.v5i3.460.

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Hand washing with soap is essential in preventing infections among school-aged children. Engaging educational methods such as audiovisual media and roleplay can improve children's knowledge and skills in proper hand hygiene. This study aimed to compare the effectiveness of audiovisual and roleplay-based education on hand washing knowledge and skills. A quasi-experimental design with a two-group pre-test post-test was conducted on 48 students at MINU Lumpur Gresik, selected by simple random sampling. Results showed significant improvement in both groups after the intervention (p < 0.05). Audiovisual education improved knowledge, while roleplay enhanced practical skills. No significant difference was found between the two methods overall. Both methods are effective in promoting hand washing behavior among children. This implies that either method can be integrated into school health programs to support hygiene education.
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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 (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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Ridayani, Ridayani, and M. Bambang Purwanto. "Enhancing Speaking Skills Through Role Play and Multimedia Technology." Refleksi: Jurnal Penelitian Tindakan 2, no. 2 (2024): 33–43. http://dx.doi.org/10.70437/refleksi.v2i2.413.

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This study explores and evaluates the effectiveness of integrating roleplay methods and multimedia technology in improving students' English-speaking skills in the hospitality industry. Using an action research approach, this study was conducted among third-semester by totalling sampling 30 students majoring in travel business at Prasetiya Mandiri Polytechnic Bogor. This research method includes three cycles of action: planning, action, observation, and reflection. In the planning stage, roleplay scenarios relevant to real situations in the hospitality industry are designed and combined with multimedia technologies such as video tutorials then participate in roleplay activities integrated with these multimedia elements. The results showed that integrating role play and multimedia technology significantly improved students' speaking skills. Students become more confident in using English, can communicate more effectively, and show improvement in pronunciation, intonation, and proper use of vocabulary. This study concludes that the integration of Role play with multimedia technology is a practical approach to improving English-speaking skills among hospitality students.
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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 (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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Lavanya, KM, Lava Kumar Somu, and Sushant Kumar Mishra. "Effectiveness of Scenario-based Roleplay as a Method of Teaching Soft Skills for Undergraduate Medical Students." International Journal of Applied & Basic Medical Research 14, no. 2 (2024): 78–84. http://dx.doi.org/10.4103/ijabmr.ijabmr_431_23.

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Background: Despite the widespread acknowledgment of the need and significance of soft skills (SKs) in health professions education, the subject is not emphasized enough in training students. These skills can be taught to undergraduates through roleplay. Communication skills and teamwork were taught by scenario-based roleplay and assessed in this study. Objectives: The study aimed to implement scenario-based roleplay as a method of teaching communication skills and teamwork to undergraduate medical students and to assess their perceptions. Methodology: A prospective study was conducted in the simulation/skills laboratory among 41 Phase I undergraduate medical students. The SKs taught during the sessions included communication skills, empathy, and teamwork. Results: The mean of the responses obtained from Gap Kalamazoo Communication Skills Checklist score in the first encounter was 27.0, 38.12 in the second encounter, and 41.24 in the third encounter. The mean scores showed a statistically significant difference between E1 and E2, E1 and E3, and E2 and E3. Posttest scores of students to self-efficacy questionnaire showed significant improvement compared to pre-test scores. Students in the present study opined that they could learn the aspects that could not have been learned in didactic lectures about communication skills and teamwork. Conclusion: Scenario-based roleplay can be used as an effective method for teaching SKs such as communication skills and teamwork for undergraduate medical students. Different scenarios which replicate the real-life situations can be incorporated to help students to learn and face the real-life encounters.
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Martin-Smith, Alistair. "Quantum Drama: Transforming Consciousness Through Narrative and Roleplay." Journal of Educational Thought / Revue de la Pensée Educative 29, no. 1 (2018): 34–44. http://dx.doi.org/10.55016/ojs/jet.v29i1.52376.

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This article argues that through a practical understanding of some aspects of quantum theory, teachers can develop new roleplay and narrative strategies in the classroom. Describing fictional worlds through narrative and exploring virtual worlds through roleplay can transform the child's consciousness. This article considers the value of the metaphor of quantum theory in relation to drama, learning, and self-image. It discusses potential educational implications of quantum theory, such as the opportunity for greater empathy between teachers and children, in terms of their relevance for helping children meet developmental challenges.
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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 (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 (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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Meiliana, Rahma, Meilla Dwi Nurmala, and Lenny Wahyuningsih. "Konsep Diri Remaja Pengguna Akun Korean Roleplayer Di Media Sosial Facebook." EDU SOCIATA ( JURNAL PENDIDIKAN SOSIOLOGI ) 7, no. 2 (2024): 764–67. https://doi.org/10.33627/es.v7i2.2996.

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Masa remaja merupakan masa transisi dari masa kanak-kanak menuju masa dewasa yang mana fisik maupun mental remaja mengalami pertumbuhan dan perkembangan. Pada masa-masa transisi ini remaja banyak menemui masalah, terutama yang menyangkut tentang konsep diri. salah satu yang mempengaruhi pembentukan identitas diri remaja adalah role model atau tokoh idola yang dikaguminya. Saat ini banyak remaja yang menyukai artis K-Pop. Remaja penggemar K-Pop ini banyak aktif diberbagai platform seperti Fancafe, Instagram, Twitter, Facebook, dan lain sebagainya. Banyak juga remaja penggemar K-Pop yang memanfaatkan media sosial untuk membentuk suatu kelompok seperti Roleplayer World, sebuah dunia virtual dimana penggemar K-Pop berpura-pura menjadi artis idolanya. Pengguna akun Roleplay membawakan identitas dan berperan layaknya seperti seorang publik figur sehingga menciptakan realitas baru di dunia maya. Penelitian ini menggunakan metode kualitatif studi kasus dengan teknik pengumpulan data berupa wawancara dan observasi. Sedangkan untuk menguji keabsahan data penelitian ini menggunakan triangulasi sumber data. Hasil penelitian menunjukan bahwa pemilihan karakter yang diperankan oleh seseorang di dunia Roleplayer adalah bentuk diri yang ideal menurut mereka, yang hanya bisa mereka realisasikan identitas tersebut di dunia Roleplayer. Mereka berangan-angan menjadi sosok seperti karakter yang mereka perankan di dunia Roleplayer. Mereka menciptakan dunia yang berisi identitas ideal akibat kesenjangan antara diri ideal di dunia nyata dan dunia maya.
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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 (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 (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, et al. "Quantitative Evaluation of Dental Students’ Perceptions of the Roleplay-Video Teaching Modality in Clinical Courses of Dentistry: A Pilot Study." Healthcare 11, no. 5 (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 (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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Ferreira, Emmanoel, and André Bottino. "Marcadores culturais em MMORPGs:." Culturas Midiáticas 20 (December 22, 2023): 156–73. http://dx.doi.org/10.22478/ufpb.2763-9398.2023v20n.67810.

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O objetivo deste trabalho é investigar a presença de marcadores culturais no roleplay, especificamente em MMORPGs, e discuti-los com base na literatura existente. Iniciamos a pesquisa pelos elementos textuais e paratextuais que se relacionam com o jogo, como elementos in-game criados pelos jogadores – cenários, roupas, skins – e elementos off-game, como screenshots e comentários dos jogadores em redes sociais – para assim analisar os desdobramentos de seus usos, intencionais ou não. Tomando como objeto o grupo de Facebook “Final Fantasy – XIV Brasil”, observamos como alguns desses marcadores se manifestam e se relacionam com o roleplay, além de identificarmos sua influência em aspectos sociais do grupo e na comunidade brasileira de jogadores de Final Fantasy XIV como um todo.
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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 (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 (2019): 127. http://dx.doi.org/10.24198/jmk.v2i2.12932.

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Wijaya, William, Intan Farahana Kasmin, Zety Marlia Zainal Abidin, and Hemalata Vasudavan. "Gamified Tailored Roleplay Story-based Phishing Awareness Training." International Journal of Data Science and Advanced Analytics 4 (June 17, 2023): 146–53. http://dx.doi.org/10.69511/ijdsaa.v4i0.156.

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Nowadays, the world has transformed into a digitalize era where more and more people are getting access to the internet. Simultaneously, the number of cybercrimes is increasing as well. One of the top number of cases is phishing attack. To tackle this problem, phishing awareness trainings were developed, but they were not effective. This research aims to propose a solution using gamification, AI, and roleplay story element to conduct the training. To carry out the research questions, quota sampling would be used to discover the appropriate game components and context scenarios, and snowball sampling would be used to get suitable data which could be used for learning analytics to craft new scenarios. To sum up, phishing attack is one of the most concerning issues in this digital era and effective solution is yet to be found. Thus, this paper aims to propose a solution to tackle this problem.
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