ArticlePDF Available

Evaluation of Role Play as a Teaching Strategy in a Systems Analysis and Design Course

Authors:

Abstract and Figures

The goal of learning design is to help create educational settings and sessions that are learner and activity centred. Authentic learning activities can better engage learners. Role playing is an interesting example of an active learning and teaching strategy. It can incorporate drama, simulations, games, and demonstrations of real life cases related to any topic. This strategy has been applied recently (from 2013 through 2015) at the Eastern Institute of Technology (EIT) in New Zealand tertiary, in the systems analysis and design course. It has involved students in the computing and information technology bachelor’s degree programme. Learning design plans were prepared with the expectation that role play activities would contribute positively to this course. First, this paper describes how the role play sessions were carried out. Next, the paper discusses the effectiveness of this strategy. This reflection is not only from a pedagogical perspective, but also in terms of its benefits as a useful information technology (IT) analytical practice. Furthermore, the paper presents the findings from this applied and reflective research, along with practical suggestions for teachers interested in practising this approach. An important recommendation is to begin with short role plays and move gradually to longer activities, while giving students advanced notice and time to prepare and become familiar with their roles.
Content may be subject to copyright.
150
© 2015 The author and IJLTER.ORG. All rights reserved.
International Journal of Learning, Teaching and Educational Research
Vol.13x, No.3, pp. 150-159, October 2015
Evaluation of Role Play as a Teaching Strategy in
a Systems Analysis and Design Course
Emre Erturk
Eastern Institute of Technology
Napier, New Zealand
Abstract. The goal of learning design is to help create educational
settings and sessions that are learner and activity centred. Authentic
learning activities can better engage learners. Role playing is an
interesting example of an active learning and teaching strategy. It can
incorporate drama, simulations, games, and demonstrations of real life
cases related to any topic. This strategy has been applied recently (from
2013 through 2015) at the Eastern Institute of Technology (EIT) in New
Zealand tertiary, in the systems analysis and design course. It has
involved students in the computing and information technology
bachelor’s degree programme. Learning design plans were prepared
with the expectation that role play activities would contribute positively
to this course. First, this paper describes how the role play sessions were
carried out. Next, the paper discusses the effectiveness of this strategy.
This reflection is not only from a pedagogical perspective, but also in
terms of its benefits as a useful information technology (IT) analytical
practice. Furthermore, the paper presents the findings from this applied
and reflective research, along with practical suggestions for teachers
interested in practising this approach. An important recommendation is
to begin with short role plays and move gradually to longer activities,
while giving students advanced notice and time to prepare and become
familiar with their roles.
Keywords: teaching strategy; information technology education;
systems analysis; role play
Introduction
The learning design process, as its name suggests, is about creating an
educational setting with sessions that are learner centred (rather than teacher
centred). The goal is to implement authentic activities that can engage learners
(Reeves, Herrington, & Oliver, 2002). The content and the resources should not
be the organizing elements, as they would be for many traditional lectures.
Instead, their purpose is to support the learning activities and the students’
independent learning. Through the learning design process, teachers can also
create a constructive alignment between learning activities, assessments, and
learning outcomes (Biggs & Tang, 2011). Good learning design also encourages
151
© 2015 The author and IJLTER.ORG. All rights reserved.
important two way feedback between teachers and students through
experiential learning and active dialogue (Coffield, 2008). This is also true for
role play, which is an active learning and teaching strategy.
Role play typically involves adaptations from real life situations, related to
topics being studied. The students demonstrate particular behaviours or
performances that show their understanding and competence with a given case
and the relevant concepts.
Systems Analysis and Design is a core course for the Information Technology
(IT) Bachelor’s degree, and helps prepare students for jobs such as IT project
manager, business analyst, and systems analyst. Students learn to examine
information systems, collect requirements, and design solutions. The course also
teaches diagramming for development and documentation. Graduates will
collaborate and communicate with various stakeholders during a project within
a company, and are expected to bridge the gaps between different groups of
people. Role play can be a useful approach to help the students in developing
these important communication and collaboration skills.
Literature Review
During the learning design process and in preparation for the lessons, it is
important for teachers to consider the numerous factors on which successful
student learning depends: for example, needing/wanting, doing, digesting, and
feedback (Race, 2010). Therefore, teachers need to organize engaging activities,
instead of delivering pure lectures that keep the students in a passive state. Role
play, as an active teaching strategy, can incorporate these positive elements of
enjoying learning and digesting knowledge, when designed accordingly and
implemented successfully.
For teachers who are interested in this strategy, a relatively broad paper written
by McSharry and Jones (2000) explains various types of role play with
interesting examples from science education and suggestions to consider for all
teachers. According to McSharry and Jones (2000), although role play may not be
difficult for many learners, it is advisable to start with short role plays and move
gradually to longer role plays after both the teachers and the students gain some
initial experience and confidence.
The role play activity also should not come immediately before or right after an
exam because the exam can cause stress for the students and negatively
influence the effectiveness of this activity (Case & Cheek-O’Donnell, 2015). In
this course, the activity was appropriately timed so that it did not conflict and
did not become affected by an exam or another critical event.
Furthermore, a small number of teachers have recently started using role play in
systems analysis and design courses, in particular. In a broader context, Green
and Blaszczynski (2012) suggested that role play is suited for teaching soft
(personal and social) skills to students and professionals.
The systems analysis and design course itself offers many opportunities for role
play. The obvious scenarios include client interviews, proposal presentations,
and team meetings. However, this paper is about a more novel, original and
recent role play approach: using analytical IT diagrams as scenarios or scripts for
the role play sessions.
152
© 2015 The author and IJLTER.ORG. All rights reserved.
For example, in 2011, Costain and McKenna from the University of Auckland in
New Zealand reported on their implementation of a role play activity coupled
with Use Case Diagrams, which are part of the Unified Modeling Language
(UML). The use case diagram method is so far the most common one in the
literature, as opposed to other IT diagrams. This is due to the pictorial and often
simpler nature of this specific type of diagram. However, role play should not be
limited to use case diagrams.
Other examples of IT documentation and diagram artefacts that have been used
as a basis for role play by Borstler (2010) at Umea University in Sweden are
class-responsibility-collaboration cards and so-called role play diagrams
(derived from the UML Class and Object Diagrams).
Choosing which type of diagrams to use is an important and interesting
consideration for IT lecturers. Although UML diagrams may often be preferred
in industry and IT curricula, students also like Data Flow Diagrams (DFD),
which are also still taught in systems analysis and design courses (Millet, 2009).
In comparison, DFDs may also provide rich stories and have good role play
potential, as they are often less sequential, have a greater scope, and are more
open to interpretation. As a process oriented diagram, a similar UML
counterpart to the DFD is the UML Activity Diagram.
The role play activity described in this paper was conducted at the Eastern
Institute of Technology, New Zealand. Both DFDs and Activity Diagrams have
been used to stimulate role play activities among IT students in recent years
(from 2013 through 2015) during the systems analysis and design course. The
lessons plans were first written for DFDs (as can be seen in the next section); the
same instructions were used for role play activities based on Activity Diagrams.
Implementation in Courses
The two class sessions discussed in this paper were on Data Flow Diagrams
(DFD) and Activity Diagrams. The first session involved students in using the
software in the computer lab. The learning outcome was to demonstrate their
analysis of a case by drawing these diagrams. The second session had students
reviewing, digesting, and critiquing completed diagrams. Students did this
through a role play activity about the library systems and how they function.
The learning outcome included explaining the diagram (by acting it out) to
others, including non-technical people as well as technical IT staff. It is
unnecessary to reproduce all of the diagrams involved in these class activities.
One example (a UML Activity Diagram showing just one segment of the library
environment) is in Figure 1 below:
153
© 2015 The author and IJLTER.ORG. All rights reserved.
Figure 1: A sample UML Activity Diagram related to a school library.
From a pedagogical perspective, as can be seen in the learning design plans
(Appendix 1), there were three specific teaching approaches that were
incorporated. The self-instructions were as follows:
154
© 2015 The author and IJLTER.ORG. All rights reserved.
Catering for Learner Needs: It is emphasized (in the beginning of the first
session) that diagrams are used in business and systems analysis jobs. This
includes reminding students that DFDs and similar diagrams can also be found
in other subjects and classes. This increases their awareness of the wider context
for this learning topic. The second session is to begin with a picture of a small
computer game flowchart, telling the students how modeling and planning are
important for creating any kind of software, not just business related software
but also games. This helps relate the learning content to something they enjoy in
their free time. In summary, these are plausible ideas to try to create a
connection with the students’ learning needs and career goals. Throughout these
explanations, some references to their previous classes and sessions will also
help provide a continuum of learning.
Active Learning Approaches: The first session involves learning by doing where
each student has a computer to work hands on using software in the lab to draw
data flow diagrams individually as well as helping each other. They gradually
work in groups like a pyramid first in pairs exchanging ideas and assistance
with the person sitting next to him/her, and then in groups of four to come up
with a complete and ideal group diagram. In the second session, the students are
to discuss a sample DFD and ‘role-play’ the case, with peer feedback from
observing students. The next step is to go around the class, and let the students
identify and explain possible areas on the diagram that may have IT impact.
Overall, both sessions feature different and interesting activities but they use the
same case; this helps to build knowledge by covering different aspects of the
same topic.
Feedback to Learners: In addition to the teacher’s feedback to learners, it is
important to explore ways that they can give feedback to one another. For
example, they discuss the case with each other in the first session as they draw
the diagrams. In the second session, there is more discussion with peer feedback,
between the role players and the observers (during and after the role play
activity). The teacher also collects the diagrams submitted by each group for the
purposes of feedback. During the sessions, the teacher regularly interacts with
the students in order to understand their level of learning. Each session has
formative assessment activities that help them review and measure their
knowledge of subject related terminology. The students are encouraged to do
the formative assessment seriously, and advised to study more depending on
the results.
As a note for IT lecturers, students use two computer applications for drawing
the diagrams: Microsoft Visio and Dia. Although not as commonly used as Visio,
Dia is free and open source, as opposed to proprietary and commercial software.
Free software makes an important contribution to education in general (Erturk,
2009). Therefore, teachers and students interested in diagram based role play do
not need to be limited by financial concerns. Another interesting aspect for this
type of activity is the how roles are distributed. Although the teacher is the
facilitator, students are given a choice (Tolipov & Tolipova, 2015).
155
© 2015 The author and IJLTER.ORG. All rights reserved.
Evaluation of Teaching
After the conclusion of the above sessions, the teaching was reflected upon and
evaluated from the perspective of the three strategies that are part of the
learning design process. In addition, a peer evaluation was done by an
experienced colleague. The findings from these evaluations are as follows.
Catering for Learner Needs: Using a ball and throwing it between the students
energized the dialogue as they took turns. Everyone got a chance to say
something based on their interpretation during the second lesson. As a future
improvement, a pre-prepared white board or a projected slide with a session
outline can give the students a welcome and a compass for each session.
Although the introduction and agenda were done verbally this time, this can be
done at the beginning of every future session in writing without much effort.
Active Learning Approaches: Asking students to do pair discussions every now
and then was effective in keeping students active within the classroom and
associating with each other as learners. The crossword in the first session was
interesting and different for the learners, and served well as an assessment and
feedback resource while being puzzling and enjoyable at the same time. The
quiz/lottery in the second session (which was also for the purpose of assessment
and feedback) was also effective because it built anticipation and engagement
among the students. Next, the students also participated enthusiastically and
effectively in the role play activity. As the peer observer suggested, the role play
activities can be made even more effective. This requires, for example, preparing
the students ahead of time, spending more time getting people into their roles,
and slowing and fine tuning the learning process.
Feedback to Learners: During the sessions, a strong amount of positive feedback
and acknowledgement was given to students and their responses. This even
included a funny component by presenting an Academy Award to the role
players, and joking with the observers about Wellywood and Hollywood. The
teacher selected student diagrams to base the role play session on, for critiquing
and explaining the case. This was done after reviewing the diagrams they
created in the computer lab in the previous session, also for the purpose of
giving them individual feedback about their work with the software. According
to the peer observer, this was a very validating move (using students’ diagrams
instead of textbook diagrams) and helped build the students’ confidence. This
was fair feedback as the work was good enough; but the potential impact on
them as learners was also significant. One of the diagrams came from one of the
groups that had been catching up with the other groups and had been somewhat
withdrawn. Within two weeks after this, that particular group had become more
confident and productive.
Peer Evaluation: Some of the comments from the peer observer have been
mentioned earlier in this section. Furthermore, as noted by the observer, the
session was well supported by other resources that were shown on the projector
screen, such as slides, pictures, and references to the online learning materials.
156
© 2015 The author and IJLTER.ORG. All rights reserved.
During the observation, the students were enthusiastic and actively engaged.
The following statement by the observer summarizes both the initial intent and
the eventual outcome of this role play activity: Learners were well supported
by you with props and prompts. Clear links made between role play and
communication expectations with lay people.
The peer evaluation report with details can be found in Appendix 2.
Conclusions
Some ideas for future improvements have already been mentioned in this paper.
Furthermore, there are other specific actions that will be discussed in this section
of the paper. These are a result of the self-evaluation done by the teacher, while
reviewing the success of the learning design plans.
After reflecting on the question of catering for learner needs, it is possible to use
a computer game related case study next time for practice with the future cohort
(instead of the library). This might draw them closer toward the learning
activities. In turn, they can become even more enthusiastic about this type of
work, and will still do more serious Data Flow Diagrams or Activity Diagrams
for their course assignment anyway.
So far, the role play activities in this course have been concise and experimental.
The future direction of role play in the course is to implement more
sophisticated role play activities. In order to achieve this, it will be necessary to
prepare the students more ahead of time, and to allow more time for students to
familiarize with their roles. Longer role play activities are likely to cause more
reflection, and students can learn even more from such an experience.
Next, it is important for teachers to improve their questioning skills, to help
stimulate the learners during role play and afterwards to help them reflect.
Although it is important to complete the lesson on time, it would be beneficial to
give learners more time to ponder and formulate answers. It will be useful to put
the questions in writing on the board or the screen. Alternatively, the questions
can be given to the students in advance of a session (if possible or appropriate).
Providing time for discussion and digestion is important for teaching practice in
general. This is true both for the LBKO (learning is building knowledge with
others) approach and for the LIS (learning is individual sense making) approach
(Watkins, 2011).The students’ self-directed learning time can also be used better
for digestion and application of knowledge and skills.
Therefore, it is interesting to consider the students’ learning styles, not just in the
classroom but also outside. In order to understand a specific group of learners
better, it is important to have deeper learning conversations with them about
how they are studying and making progress outside of the class meetings. This
would help the teachers get to know them better and provide more innovative
or authentic feedback and support. In turn, these would better prepare the
students for role play and other active learning strategies.
Role play as an active learning strategy can be used, not just in face-to-face
classes, but also in blended or distance learning. This type of learning activity
can be implemented more often in the context of business and computing
courses. Teachers, who have already used this strategy before, can continue to
experiment with role play by thinking of new scenarios for their courses.
157
© 2015 The author and IJLTER.ORG. All rights reserved.
References
[1] Biggs, J. & Tang C. (2011). Teaching for quality learning at university (4th ed.).
Maidenhead, England: Open University Press.
[2] Börstler, J. (2010). Using role-play diagrams to improve scenario role-play. In G.
Engels, C. Lewerentz, W. Schäfer, A. Schürr, & B. Westfechtel (Eds.), Graph
Transformations and Model-driven Engineering (pp. 309-394). Heidelberg: Springer
Verlag. doi:10.1007/978-3-642-17322-6_14
[3] Case, G. & Cheek-O'Donnell , S. (2015). A better way for role play [Workshop notes].
Available at https://medicine.utah.edu/faculty-dev/programs/academy-med-
education/docs/symposium_2015_powerpoints/ws-a-better-way-for-role-
play.pdf
[4] Coffield, F. (2008). Just suppose learning and teaching became the first priority. London,
England: Learning and skills network (LSN). Available at
http://www.itslifejimbutnotasweknowit.org.uk/files/Coffield_IfOnly.pdf
[5] Costain, G., & McKenna, B. (2011). Experiencing the elicitation of user requirements
and recording them in use case diagrams through role-play. Available at
http://www.thefreelibrary.com/Experiencing+the+elicitation+of+user+require
ments+and+recording+them...-a0281374984
[6] Erturk, E. (2009). International technology transfer: the case of free computer
software. Available at
https://www.researchgate.net/publication/265163589_INTERNATIONAL_TE
CHNOLOGY_TRANSFER_THE_CASE_OF_FREE_COMPUTER_SOFTWARE
[7] Green, D., & Blaszczynski, C. (2012). Effective strategies and activities for developing
soft skills. Journal of Applied Research for Business Instruction, 10(2).
[8] McSharry, G., & Jones, S. (2000). Role-play in science teaching and learning. School
Science Review, 82, 73-82.
[9] Millet, I. (2009). Student perceptions of data flow diagrams vs. use cases. In L. Tomei
(Ed.), Information Communication Technologies for Enhanced Education and Learning:
Advanced Applications and Developments (pp. 94-102). Hershey, PA: Information
Science Reference. doi:10.4018/978-1-60566-150-6.ch007
[10] Race, P. (2010). Making learning happen: A guide for post-compulsory education (2nd ed.).
London, England: SAGE Publications Ltd.
[11] Reeves, T. C., Herrington, J., & Oliver, R. (2002). Authentic activities and online
learning. Paper presented at the Higher Education Research and Development
Society of Australasia (HERDSA) International Conference, Perth, Australia.
http://researchrepository.murdoch.edu.au/7034/1/authentic_activities_online
_HERDSA_2002.pdf
[12] Tolipov, U., & Tolipova, F. (2015). Didactic Games and their role in the continuous
educational process. The Advanced Science Journal, 3, 29-31.
[13] Watkins, C. (2011). Learning: a sense maker’s guide. London, England: Association of
Teachers and Lecturers (ATL) - the education union. Available at
http://www.atl.org.uk/Images/Learning%20a%20sense%20makers%20guide%
20-%202011.pdf
158
© 2015 The author and IJLTER.ORG. All rights reserved.
Appendix 1: Lesson Plan
Appendix 2: Peer Observation
Topic: Data flow diagrams
Catering for learner needs:
Some of the positives:
Colour coding of library system diagram assists learners to bundle
different components of data flow
Role play provided a valuable experiential learning activity which
demanded translation of data flow diagram into real-life sequences
Conclusion provided information to students about ‘next steps’ giving
them a sense of direction
For your consideration:
Work on allowing time and space for learners to respond to your
questions. There were a number of occasions where you moved on too
quickly, not allowing time for students to ponder the question before
offering a response.
159
© 2015 The author and IJLTER.ORG. All rights reserved.
Learning activities:
This session was ‘activity-rich’ and so provided some sound learner-
centred opportunities for building new understandings. Specific activities
included:
•Role-play activity case and library data-flow system slides shown in
advance to provide clear context for activity. Role play provided
opportunity for students to deconstruct a data flow diagram and perform
the described actions, in a context (i.e. library) familiar to learners. This
brought the data-flow to life. Learners were well supported by you with
props and prompts. Clear links made between role play and
communication expectations with lay people.
Pairs discussion re what areas might have an IT factor, saw enthusiastic
and focussed engagement
Points to ponder:
•An awesome first-time role-play activity! I encourage you to explore the
value of spending a little more time getting people into their roles (non-
participants can help here too), slowing the process down and re-running
certain parts to develop the character further or build in observer
feedback, to enhance learning.
Feedback to learners:
Some of the ways I observed you offering feedback to or providing
feedback opportunities for learners were:
Selecting a student diagram for an in-class activity is very validating for
the learners and serves to build confidence
Your responses to learner questions are generally acknowledging of the
intention of the question, and provide clarification for the learner
Food for thought:
•Don’t forget that with some questions asked of you, you can throw them
back to the student cohort, instead of responding yourself this can also
provide useful feedback to learners about their understanding
Conclusion:
Your learning design overview is incredibly thorough and your lesson
plan well organised and sequenced. You used a range of resources
effectively within the session slides, EIT online, reference to the text -
and provided diverse learning activities which saw the student cohort
actively engaged in their own learning. Thank you for the opportunity to
observe your teaching practice. Keep up the exciting development.
... In further support of this approach, McConville et al. (2015) purport that role-playing can be adopted as an active learning tool, which is highly suitable for exploring links between technology, complex problem solving, and communication. In relation to teaching strategies around design and software engineering, Erturk (2015) asserts that role-play is a powerful example of an active and authentic learning activity that increases learner engagement. We apply the above descriptions and attributions of role-play in engineering education in the theoretical position taken by the currently reported study. ...
... In the realm of a computer systems analysis and design course in a New Zealand bachelor program, Erturk (2015) explored two class sessions that involved students producing Data Flow Diagrams and Activity Diagrams, where the intention was to demonstrate their analysis of a software "case" by constructing, reviewing, critiquing, and reflecting on the diagrams. The roleplay dimension required students to explain and "act out" their diagrams to both novice nontechnical peers and technical computer staff. ...
... For example, the teacher assumed the role of manager, customer, and educator in different phases of the project. Nevertheless, students mostly expressed engagement by the fact that the project was student-centered and was something different than regular schoolwork (e.g., Erturk, 2015). Albeit so, some students expressed during the interviews that they did not know for certain whether the project was realistic or not but trusted the teacher's professional experience. ...
Conference Paper
Full-text available
Contemporary secondary technology education often does not mirror engineering practice. While there is much rhetoric on the need for promoting active, authentic, and real-world professional experiences in upper secondary school, most technology education teaching remains traditional, and teacher centered. This study investigates the affordances for authenticity of role-play-based project work in a Swedish upper secondary software engineering course. The project required students (aged 17–18) to assume the role of software engineer employees at a web-design business with the task of creating a website for a gaming company, where the course instructor assumed the role of the web business owner. The six-week project included the formulation of a design plan, back-end programming, developing and refining the design and layout, adjusting content for accessibility, and publication of the web site. Inductive analysis of observations from the unfolding role-play in five student groups (total 22 students), and interviews with four students and the teacher exposed salient themes related to authenticity of the role-play-based project exposed within teacher-student interactions and student intragroup interactions. Teacher-student interactions revealed that the teacher exhibited various roles in the project, initially acting as a customer but also the responsibilities of a boss and a teacher-mentor. In the latter instance, students perceived the project as more school-oriented than authentic, expressing a preference for an external customer, and at the same time, the teacher tried to align the task with the project’s curriculum requirements. Student intragroup interactions showed that despite highly varied roles, students felt that their assigned roles enhanced the authenticity of their experience, although they were unaware of what a real scenario might entail. Successful students emphasized the importance of structured work and clear responsibilities to meet the project goal. The findings show that while role-playing is not necessarily always equivalent to reality, it was viewed as a fulfilling and situated learning experience that simulated a real-world scenario, but which relied on mutual confidence and responsibility between the role-players. Future work will combine the findings with existing frameworks of authenticity to inform the development of role-play scenarios in upper secondary engineering education.
... The team of academics consisted of Moreno-Guerrero, Rodríguez-Jiménez, Gómez-García and Navas-Parejo (2020) who used role playing along with educational videos to the "Organisation and Management of Educational Centres", a master's degree level course for future teachers of compulsory education. Most importantly, role play as an active learning strategy can be used, not just in face-to-face classes, but also in blended or distance learning (Erturk, 2015). ...
... The academics formulated groups and each student is assigned a typical role in a software development project, i.e. as a project manager or designer or requirement analyst, with promising results. Erturk (2015) presents a role playing strategy that has been applied from 2013 through 2015 at the Eastern Institute of Technology (EIT) in New Zealand, in the "Systems analysis and Design" course. This initiative has involved students in the computing and information technology bachelor's degree programme. ...
Conference Paper
This paper reports on our experience of introducing a group project combined with role-playing in a first semester university course, i.e., the Computer Programming Methodology course, offered in a non-computer engineering curriculum, where first year students used to have low participation in the final exams. Students selected their role among a) Coordinator, b) Analyst, c) Programmer, and d) Tester. The goal of our experiment was to increase engagement in the course among first year students. The main results showed the positive relationship between role playing and final exam participation. The analysis of the quality of the attributes of the pilot application gave us important information about what the students consider as desired or attractive quality characteristics, as a kind of valuable feedback for instructor, with attractive attribute the enhancement of academic writing skill (a characteristic that we could not have imagined if this analysis was not done).
... This work is justified because of the limited number of studies focused on teaching and learning English as a foreign language in rural communities in Ecuador and South America. Thus, this work considers the works of Rojas & Villafuerte, 2018;Erturk (2015); Glover (2014); Huang (2008). They proposed role-playing as a critical strategy for strengthening students' confidence in expressing their ideas and feelings in a foreign language. ...
... It is like when people learn the native language, first they get the vocabulary and develop the oral communication skill, then they learn to write and read the words. As an active teaching strategy, roleplays incorporate these positive elements of enjoying learning and grasping knowledge when designed and implemented successfully (Erturk, 2015). ...
Chapter
Full-text available
Encouraging the reading and writing of the English language is challenging for teachers, especially when working with students who have special educational needs. This work aims to improve reading and writing practices in English as a foreign language in the care for students with Asperger syndrome. This case study was carried out with a 15-year-old student, diagnosed with Asperger’s, who lives in Manta, Ecuador. The research team developed an educational intervention that consists of the use of artistic drawings and paintings as resources to stimulate reading and writing. The results show favorable changes in the attitude towards reading and writing during language practices, which improves their school performance and strengthens their communication skills in the use of a foreign language. It is concluded that the use of artistic techniques of drawing and painting contributes to the improvement of the attention and collaboration of the student. The use of the arts can contribute to the improvement of the attention of students with special educational needs in the school context.
... This work is justified because of the limited number of studies focused on teaching and learning English as a foreign language in rural communities in Ecuador and South America. Thus, this work considers the works of Rojas & Villafuerte, 2018;Erturk (2015); Glover (2014); Huang (2008). They proposed role-playing as a critical strategy for strengthening students' confidence in expressing their ideas and feelings in a foreign language. ...
... It is like when people learn the native language, first they get the vocabulary and develop the oral communication skill, then they learn to write and read the words. As an active teaching strategy, roleplays incorporate these positive elements of enjoying learning and grasping knowledge when designed and implemented successfully (Erturk, 2015). ...
Book
Full-text available
This book corresponds to volume 3 of the EDUCATION FOR SUSTAINABLE DEVELOPMENT collection. It gathers contributions from teachers and instructors who work at educational institutions from primary to higher education in Ecuador and the United States and who participate in or are supporters of the Cooperation Network for Scientific Research on Reading Comprehension and Academic and Creative Writing REDLEA. The diverse topics presented to respond to the need to contribute to sustainable development processes from education. The contributions of the pedagogical innovations research group for sustainable development of the Eloy Alfaro Lay University of Manabí, Ecuador, and the brotherhood with the Kansas State University of the United States, for the execution of the Camino project are appreciated. This book contains sections that address academic reading and writing comprehension, socio-emotional education, inclusive education, and pedagogical innovations for sustainable development. We hope this work will contribute to the training process of new generations of teachers with diverse, inclusive, and progressive views.
... En este estudio se opta por trabajar la metodología Role-play a partir de la afirmación de Huang (2008), respecto a que el Role-play logra revivir el aula. En este propósito, los investigadores Rojas y Villafuerte (2018); Erturk (2015); Glover (2014); y Huang (2008), coinciden al afirmar que el Role-Play es una práctica que fortalece la confianza de los estudiantes para que ellos expresen sus ideas, sentimientos, etc., en el uso del idioma meta. Además, en este trabajo se aborda el estudio de la motivación a la enseñanza, término que según Alizadeh (2016) se refiere a uno de los factores clave que garantizan la acción de enseñar y transferir conocimientos entre las personas. ...
... El juego de roles, como una estrategia de enseñanza activa, puede incorporar estos elementos positivos para disfrutar el aprendizaje y digerir el conocimiento de manera exitosa (Erturk, 2015). A este punto, el juego de roles puede ser utilizado también, en el aprendizaje mixto o a distancia". ...
Book
Full-text available
La lectura y la escritura son competencias que aportan de forma relevante al perfil de los profesionales del siglo xxi. Sin embargo, es necesario su estimulación y práctica para alcanzar los altos niveles requeridos por la academia. En tal sentido, la Red de Investigación Lectura y Escritura Académica LEA: “Cambiando vidas” y el Grupo de Investigación Innovaciones Pedagógicas para el Desarrollo Sostenible de la ULEAM acompañaron durante el periodo 2021 a estudiantes y profesorado de educación secundaria y universitaria para fortalecer las competencias comunicativas y fomentar la escritura académica y creativa en Manabí. Este libro presenta los resultados de dicho trabajo organizados en cuatro secciones coherentes a las necesidades de desarrollo humano y socioeconómico que persisten en la provincia. Esta obra es el esfuerzo académico y creativo del profesorado y alumnado de universidades pertenecientes a la Red de Investigación de Lectura y Escritura Académica LEA: “Cambiando vidas”, realizado en el periodo 2021, y constituye una contribución al proceso de construcción de sociedades más equitativas, justas y progresistas.
... In consequence, role-play can be incorporated successfully to educational programs that use teaching strategies to stimulate horizontal communication and inside of informal learning environments (Erturk, 2015). Role play is a technique that allows students learn through the simulation of different situations, working in groups for putting on scene discussions, tasks and tests to improve students' performances since a joinable act (Marin & De la Pava, 2017). ...
Article
p style="text-align: justify;">This research examines the English language teachers’ motivations related to the usage of role-playing on English language practice in rural secondary schools in Ecuador. The sample consists of 45 English language teachers who work in public schools located in the rural and urban areas of the province of Manabi. A mixture of qualitative and quantitative research approaches is applied to analyze teachers’ motivations about using role-plays in English class and analyze the relationships between teaching motivations and the factors: teachers’ gender and work location. The instruments are (1) Focus group guide to collect participants' voices about the language practice at schools; and the (2) Likert questionnaire created by the research team, titled: Teachers' perceptions about role-play contribution on the foreign language acquisition process. The statistical analysis shows significant relationships between teachers’ perceptions and the factors in gender and work location. It is concluded that English teachers, both female and male from rural and urban locations in Ecuador, are highly motivated to use role-play in secondary schools as a teaching strategy, in spite of the demand of extra time and energy required, because it promotes in teachers and students the collaborative and creative learning; and improves their confidence to express their ideas and feelings using English as a foreign language.</p
... This can be done in case studies where the application of a software, to solve specific engineering problems, play a main role. In addition, the learning effect is enhanced when the study environment resembles a role play (Erturk 2015). Moreover, Gallagher et al. (1995) see a greater success in learning if students use their own data and concepts more intensively and are finally allowed to present their solutions to others. ...
Article
Full-text available
Education at universities requires a high proportion of self-study supported by instruments which motivate students to deepen their knowledge with case studies and training software. The gain in learning is higher when what is learned is reflected by others in a cooperative process. The Class Peer Review (CPR) requires from students to evaluate each other but lecturers lose a lot of time when applying it during the lecture. Research on CPR shows many different approaches to how this method should be carried out effectively and many of them still demand a high presence of the lecturer. In contrast to most studies, this article reports the results of a CPR conducted outside the classroom and assisted by a web-supported role playing game representing a publisher where a common online class journal is used as an incentive and motivational element. The effectiveness of CPR was examined by means of a quasi-experimental study. It turned out that the experimental group used the training software significantly more frequently in addition to the lecture materials and a meaningful increase in group dynamics was recorded. Also female students were more motivated to continue this type of group work in the future. Final grades were better under CPR conditions, but the effect was statistically weak. Basically, the CPR method seems to be an effective tool to extend problem-based teaching to the self-learning phase if practiced in combinaktion with a role play and fictive Class-Journals as incentive. This provides further potential to e-learning instruments.
Article
Full-text available
During the second semester of the 2019/2020 academic year, due to the regulatory restrictions arising from the Covid-19 pandemic, Bologna University, like many others, was compelled to stop delivering its face-to-face offering and to switch, in a very short time, to the creation of a technological architecture that would enable students to continue their education through teaching via Distance Learning. After illustrating the active teaching model adopted in two courses offered by the University of Bologna Department of Education Studies, this paper addresses future educators by focusing on the main findings from a semi-structured online questionnaire completed by 84 students. The first part of the paper considers a rethinking of educational planning at the time of Covid-19, while the second and final part analyses student perceptions (using the questionnaire’s open questions) of their Distance Learning experience in the initial phases of the pandemic scenario.
Article
Full-text available
Keterampilan klinis merupakan satu dari 7 area kompetensi pada Standar Kompetensi Dokter Indonesia (SKDI). Model pembelajarannya bisa beragam salah satunya adalah bermain peran (role-play). FK UMM sudah melakukan perubahan metode pembelajaran keterampilan klinik dari satu arah ke metode role-play di program ETLS (Emergency Trauma Life Support ) dan CSR (Clinical Skill Refreshment), namun belum pernah dilakukan evaluasi dampaknya. Untuk mengetahui perbedaan antara metode pembelajaran satu arah dan role-play di program ETLS dan CSR terhadap nilai obstetri ginekologi pada mahasiswa FKUMM. Penelitian observasional analitik dengan cara iris silang (cross sectional) terhadap nilai ETLS – CSR gelombang 14 dan 15 (metode satu arah) dan gelombang 20 tahap 1 dan 2 (metode role-play ) dan nilai kepaniteraan klinik obstetrik dan ginekologi dari mahasiswa yang telah mengikuti ETLS-CSR gelombang 14, 15 dan 20 tahap 1 serta 20 tahap 2. Diperoleh nilai rerata, maksimal dan minimal OSCE ETLS-CSR dan kepaniteraan klinik obstetri ginekologi metode role-play lebih tinggi daripada metode satu arah. Untuk melihat perbedaan metode satu arah dan role-play dilakukan uji Mann Whitney pada nilai ETLS dan CSR station obstetri dan ginekologi dengan α = 0,000 (< 0,005), dilakukan independent sample T test pada nilai kepaniteraan obstetri dan ginekologi dan didapatkan nilai α = 0,000 (< 0,005) dan dilakukan uji Wilcoxon Signed Ranks untuk melihat pengaruh pola pembelajaran ETLS-CSR terhadap nilai kepaniteraan klinik obstetri ginekologi dan diperoleh nilai α = 0,000 (< 0,005). Terdapat perbedaan bermakna antara metode pembelajaran satu arah dan role-play di program ETLS (Emergency Trauma Life Support ) dan CSR (Clinical Skill Refreshment) terhadap nilai obstetri ginekologi pada mahasiswa FK UMM
Conference Paper
Full-text available
This study investigates issues of economic development and technology transfer, more specifically, computer software transfer. Linux and other free software technologies offer a great potential from a technological and economical perspective but they still have not been abundantly distributed around the world. This study focuses particularly on human capital as a key factor that influences the familiarity and capability of people within a country toward using computer software. According to the statistical analysis in the study, education and income influence a country's ability to transfer Linux software technology. Software and technology adoption is especially important for less developed countries. It is in the interests of users in the less developed countries to take advantage of Linux in order to catch up sooner with developed countries in terms of computer use, and technical education. Thus it is clear that computer education and training must be supported in these countries. These will in turn stimulate further technology transfer and economic development.
Conference Paper
Full-text available
CRC-cards are a common lightweight approach to collaborative object-oriented analysis and design. They have been adopted by many educators and trainers to teach object-oriented modelling. In our experience, we have noticed many subtle problems and issues that have largely gone unnoticed in the literature. Two of the major issues are related to the CRC-card role-play as described in the literature. Although CRC-cards are representing classes, they are also utilized as substitutes for the actual objects during the scenario role-play. Furthermore, it is quite difficult to document or trace the scenario role-play. We propose using Role-Play Diagrams (RPDs) to overcome these problems. Our experience so far is quite positive. Novices have fewer problems with role-play activities when using these diagrams. Teaching and learning the new type of diagram adds only little overhead to the overall CRC-approach. Although our improvements specifically target the teaching and learning of object-oriented modelling, we believe that RPDs can be successfully applied in professional software development.
Article
Full-text available
There has been a renewed interest in the role of student activities within course units as constructivist philosophy and advances in technology impact on educational design and practice. This paper proposes ten characteristics of authentic activities, based on a substantial body of educational theory and research, which can assist teachers to design more authentic activities for online learning environments. The paper includes a short review of the literature, together with the list of characteristics attributed to appropriate authors and theorists. The paper concludes with a discussion of how the affordances of Internet technologies can facilitate the operationalisation of authentic activities in online courses of study.
Chapter
Data Flow Diagrams and Use Cases are two popular methodologies in teaching as well as in practice. For the last 4 years, we have been using both methodologies in our Systems Analysis course. Questionnaire results indicate that students find the Use Cases methodology slightly easier to understand. However, students believe that Data Flow Diagrams are significantly better at communicating with users and programmers.
Article
An overview of the educational importance of role-play, acknowledging its difficulties, advocating its possibilities, and encouraging its potential in science education ABSTRACT Role-play in science lessons is underrated and underused, often because of misconceptions about what role-play is and how it can be put to use in science education. This article provides a theoretical basis for the use of role-play, along with some ideas that science teachers may find helpful in further developing the experiential side of their lessons. What is role-play? The Concise Oxford English Dictionary (1978 edition) definition of role-playing is: 'behaving in accordance with specified function'. This is accurate but a working definition of role-play is more difficult to arrive at largely because it is associated with 'dramatic' activity in the minds of teachers, and also because of confusion in the literature arising from its relatedness to play, games and simulation (Jones, 1985). Role-play is a product of 'play', 'games' and 'simulation', and definitions of these are provided in Box 1. In science education role-play may be seen as an interaction between these three components – either in combination or by themselves – and the child who 'performs' the activity, resulting in learning outcomes (Figure 1). It is suggested in this model that there is progressively increasing intellectual rigour involved as you move from play to games to simulations. Again, in this model, all aspects of role-play are derived from 'play'. Since the initiation and design of role-play is driven by the teacher, play takes on an educational function. Some types of role-play use techniques derived from drama, which may be adapted for use in teaching science. Role-play in science, therefore, is a product of the use of drama, games and simulations. Since, properly designed, it involves children in Figure 1 Role-play as the medium of interactive/ experiential learning.
A better way for role play
  • G Case
  • S Cheek-O'donnell
Case, G. & Cheek-O'Donnell, S. (2015). A better way for role play [Workshop notes].