Query: Role Playing learning

title: THE DEVELOPMENT OF ROLE PLAYING LEARNING MODEL DESIGN ON ACCOUNTING SUBJECT
abstract: THE DEVELOPMENT OF ROLE PLAYING LEARNING MODEL DESIGN ON ACCOUNTING SUBJECTAbstractThis study was aimed to generate a product of an effective role playing learning model design on basic competences of practicing accounting cycles in service companies for the eleventh grade students. The research procedures were done based on ADDIE model. The developed product design was validated by the experts of learning materials, the experts of learning media, the experts of learning design, and the experts of characters building. The product was tested on Stella Duce 1 Senior High School students both in small groups which consisted of 12 people and a large group of 40 people. The instruments which was used to assess product validity included material aspects, media aspects, aspects of learning, and aspects of character building. The result of the experts' validation and testing to students showed that it was a very good developed product. This meant that the role playing learning model design on basic competences of practicing accounting cycles in service companies for the eleventh grade students was worth implementing in the learning activities.PENGEMBANGAN DESAIN PEMBELAJARAN MODEL ROLE PLAYING PADA MATA PELAJARAN AKUNTANSIAbstrakPenelitian ini bertujuan untuk menghasilkan produk berupa desain pembelajaran model role playing yang efektif untuk pembelajaran pada kompetensi dasar mempraktikkan siklus akuntansi perusahaan jasa untuk siswa kelas XI SMA. Prosedur pengembangan produk penelitian dilakukan berdasarkan Model ADDIE. Produk yang dikembangkan divalidasi oleh ahli materi pembelajaran, ahli media pembelajaran, ahli desain pembelajaran, dan ahli pendidikan karakter. Produk diujicobakan kepada siswa siswa SMA Stella Duce 1 baik kelompok kecil yang terdiri dari 12 orang maupun kelompok besar yang terdiri dari 40 orang. Instrumen untuk menilai validitas produk mencakup aspek materi, aspek media, aspek pembelajaran, dan aspek pendidikan karakter. Hasil validasi dari para ahli dan hasil ujicoba pada siswa siswa menunjukkan bahwa produk yang dikembangkan dinyatakan sangat baik. Artinya, desain model role playing yang dikembangkan untuk pembelajaran pada kompetensi dasar mempraktikkan siklus akuntansi perusahaan jasa untuk siswa kelas XI SMA layak untuk diimplementasikan dalam praktik pembelajaran.

title: Role Playing Learning for Socially Concomitant Mobile Robot Navigation
abstract: In this paper, we present the Role Playing Learning (RPL) scheme for a mobile robot to navigate socially with its human companion in populated environments. Neural networks (NN) are constructed to parameterize a stochastic policy that directly maps sensory data collected by the robot to its velocity outputs, while respecting a set of social norms. An efficient simulative learning environment is built with maps and pedestrians trajectories collected from a number of real world crowd data sets. In each learning iteration, a robot equipped with the NN policy is created virtually in the learning environment to play itself as a companied pedestrian and navigate towards a goal in a socially concomitant manner. Thus, we call this process Role Playing Learning, which is formulated under a reinforcement learning (RL) framework. The NN policy is optimized end to end using Trust Region Policy Optimization (TRPO) with consideration of the imperfectness of robot's sensor measurements. Simulative and experimental results are provided to demonstrate the efficacy and superiority of our method.

title: Role Playing Learning Method in The Subject of Aqidah Akhlak at Madrasa
abstract: This research describes and discusses about the importance of using role playing method in Aqidah Akhlak at Madrasa. Professional teachers are those who are able to lead students to achieve maximum outcomes. This research aims to realize the learning of Aqidah Akhlak that is appropriate to the current context. Thus, teachers are required to use brilliant and different methods from the others. Aqidah Akhlak subject requires an effective method because Aqidah Akhlak has different characteristics from other subjects. That is why 21st century PAI (Islamic education) teachers need to be creative by utilizing a variety of learning methods. An effective method for Aqidah Akhlak subjects is role playing. The skills of a PAI teacher are expected to emerge from the role playing method in the Aqidah Akhlak learning process. The strategy and method of role playing are one of the components contained in the learning system. The components are capable of delivering effective and dynamic learning processes. Therefore, from various learning methods used by PAI teachers, role playing one is considered effective to make directed, capable, and effective learning based on learning goals.

title: Applying role playing strategy to enhance learners' writing and speaking skills in EFL courses using Facebook and Skype as learning tools: a case study in Taiwan
abstract: English as a foreign language (EFL) instruction faces many challenges in Asia because of many cultural and environmental factors, such as the lack of interactive speaking environments, emphasis placed on test scores, and foreign language anxiety. The purpose of this research is to conduct an EFL instructional course by integrating Facebook (asynchronous online discussion) and Skype (synchronous online discussion) as platforms through which students perform role playing based learning activities and to observe the effects of the course on the challenges mentioned above. The study consists of 42 participants who are enrolled in an English conversation course in a business college in Taiwan. This study conducted a learning performance analysis, correlation analysis, and qualitative content analysis of the learning process. The results indicate that the learners improved their speaking and writing skills through the learning tools and role playing activities. The content analysis also demonstrated that learners could improve their speaking and writing skills via peer to peer and self correction behaviors. We also provide several recommendations for EFL educators and researchers.

title: Is role playing in Requirements Engineering Education increasing learning outcome?
abstract: Requirements Engineering has attracted a great deal of attention from researchers and practitioners in recent years. This increasing interest requires academia to provide students with a solid foundation in the subject matter. In Requirements Engineering Education (REE) it is important to cover three fundamental topics: traditional analysis and modeling skills, interviewing skills for requirements elicitation, and writing skills for specifying requirements. REE papers report about using role playing as a pedagogical tool; however, there is a surprising lack of empirical evidence on its utility. In this paper we investigate whether a higher grade in a role playing project have an effect on students' score in an individual written exam in a Requirements Engineering course. Data are collected from 412 students between the years of 2007 and 2014 at Lund University and Chalmers University of Gothenburg. The results show that students who received a higher grade in the role playing project scored statistically significant higher in the written exam compared to the students with a lower role playing project grade.

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

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

title: An Adaptive Learning Strategy Scheme for Role Playing Learning
abstract: Traditionally, the assessment of the advanced knowledge about science such as problem solving or inquiry process is a challenging issue. In this paper, we aim to develop a Role Playing Learning platform called "The Banana Farm" to support the assessment of the nature science learning with collaborative fruit planting and marketing scenario. To support the assessment for inquiry process, our idea is to design the learning platform based on the multi stage graph model in which the stages of vertices represent the student's actions and decision making during the assessment. Thus, the paths chosen to perform can be seemed as the science inquiry processes of them. Since the actions of the same stage may be executed several times, the model is extended to have self edge. Besides, the environmental status and the effectiveness of the learning objects are also extended by the working status and constraint rules in each stage. Thus, the extended Modified Multi stage Graph (MMG) is proposed to support the assessment of inquiry process by the portfolio paths chosen in different stages. Next, the portfolio is collected for the collaborative behavior mining to discover the students' frequent collaborative action and interaction patterns during the learning. Combining with the characteristics of students, the assessment of teams with different learning strategy and behavior patterns can be obtained. Finally, the experiment on 40 junior high school students has been done and the findings were presented.

title: Learning about climate related risks: decisions of Northern Thailand fish farmers in a role playing simulation game
abstract: River based cage aquaculture in Northern Thailand involves dealing with a number of climate and weather related risks. The purpose of this study was to improve understanding of how farmers make investment decisions in their fish farms when faced with risks from floods that are imperfectly known, and which may be changing. A role playing simulation game was created to capture some of the key features of the decision making context and explored with farmers in the field. In depth interviews were conducted post game to reflect on strategies used in the game as compared to in practice. As hypothesized, more frequent or larger impact floods reduced cumulative profits. Farmers reduced their stocking densities when playing in games with high likelihood of floods, but did not do so in games with large impacts when a flood occurred. Contrary to initial expectations, farmers were less likely to learn from experience choose the optimal density and thus improve score within a game when floods were common or had large impacts. Farmers learnt most when risks were decreasing and least when they were increasing. Providing information about likelihoods prior to a game had no impact on performance or decisions. The methods and findings of this study underline the importance of understanding decision making behaviour around risks for climate risk management. The novel combination of experimental, role playing, and qualitative methods revealed limitations in common assumptions about the ease of learning about risks from previous experiences. The findings also suggest that decision support systems for aquaculture need to take into account how recent experiences, understanding of information, and other factors influence risk perceptions and decisions.

title: Role Playing as a Tool to Facilitate Learning, Self Reflection and Social Awareness in Teacher Education
abstract: Meaningful learning in the tertiary sector benefits from the inclusion of a variety of teaching and learning techniques including active learning. Role plays are one type of active and participatory learning activity that creates interaction between students and a simulated scenario. This reality can serve to open the minds of participants to issues they need to be able to deal with in their chosen careers. This paper reports role plays in four different learning applications: the first was in a multicultural education class and simulated a microcosm of society where students took on the roles of minority groups. The second reports on a history class that provided simulations of key battles of World Wars One and Two. The third was in mathematics for primary teachers' class where the students simulated experiences as children in mathematics classrooms, parents and teachers speaking to each other and teachers teaching children. The fourth was in a leadership class for final year Early Childhood and Primary pre service teachers, and involved role play of an interview during the management of an unsatisfactory work performance by a staff member. The findings show that in each case the objectives of having students experience a simulation of reality were met.