What is it?
Role play is a form of experiential learning that promotes collaborative learning practices using authentic scenarios and problems. A role play requires students to take on roles and act out the role following the parameters and rules that have been set up.
Why use it?
- Evidence suggests that educators and students experience satisfaction with assessment as learning through role play, games and simulation (Russell & Shepherd, 2010).
- Students apply knowledge in practical real-world scenarios and develop effective interpersonal skills.
- To help evaluate student’s decision making and interpersonal communication skills.
- Participation encourages students to reflect on their knowledge of a subject while playing their role, to appreciate the relevance of diverse opinions, and empathise with the position and feelings of others.
How do I do it?
- Clearly outline the problem or scenario such as the context, scene etc.
- Consider the practical limitations of playing out the role play and adjust the task design as necessary.
- Develop student’s skills in reflective practice; use a blog or journal during the role play or simulation, and afterwards to assess students’ participation and to evaluate the role play or simulation as a learning.
Considerations
- Provide clear and explicit information as to what is expected of students.
- Align the task with the learning outcomes and structure it accordingly.
- Can be used for formative feedback and summative assessment
-
In an online environment you can use:
- vUWS Group tool
- vUWS Journal or Blog tools for reflection task
- Learning Studio or Collaborative Learning
Role play pedagogy and examples
For a brief summary of role play pedagogy to here – https://ablconnect.harvard.edu/role-play-research
This article outlines the pedagogy, considerations and how to construct and design a role play.
https://blogs.kcl.ac.uk/activelearning/2019/08/20/role-play/
For using a role play as an assessment go here – https://www.teaching.unsw.edu.au/assessing-role-play-and-simulation
See Baker et al. (2022) for a discussion of the opportunities to use role plays in the mental health space and Junus et al. (2022) for a discussion of using asynchronous technologies to implement role plays.
References
Baker, I.S., Turner, I.J. & Kotera, Y. Role-play Games (RPGs) for Mental Health (Why Not?): Roll for Initiative. Int J Ment Health Addiction (2022). https://doi.org/10.1007/s11469-022-00832-y
Junus, K., Santoso, H. B., & Ahmad, M. (2022). Experiencing the community of inquiry framework using asynchronous online role-playing in computer-aided instruction class. Education and Information Technologies , 27 (2), 2283–2309. https://doi.org/10.1007/s10639-021-10670-5
Russell, C. and Shepherd, J. (2010), Online role-play environments for higher education. British Journal of Educational Technology, 41: 992-1002. https://doi.org/10.1111/j.1467-8535.2009.01048.x