The department of roman-german philology theme: importance of using role playing in teaching course work done by


 Types of role playing in classroom


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2.2. Types of role playing in classroom
Role-play enhances engagement and subject matter mastery. It’s also a 
lot of fun. Maybe you’ve seen them interacting at Comic Con in 
fantastic costumes or reenacting decisive Civil War battles down to the 
smallest detail. Whether you realize it or not, you’re probably more 
familiar with role-playing than you realize. In education, role-play-as-
learning is a unique experience which enhances student engagement, 
social skills, interest, and mastery of subject matter. It’s an approach that 
can have some major benefits for students. At its core, role-play 
involves spontaneous, co-creative, contextualized, personally involved 
learning, and one of the best ways to introduce the concept to the 
classroom is though LARPs. Short for Live Action Role-play, LARPs 
are one part acting, one part historical immersion/interaction, and one 


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part systematic modeling. It conceptualizes major concepts interwoven 
within human narratives that inspire students to enjoy and retain their 
knowledge within their experience. It leverages emotion as a mechanism 
for students to personalize key knowledge, processes, and concepts. And 
it involves embodiment and situational modeling, guiding students to not 
only learn the material but to experience it in context. For educators, 
LARPing and narrative card games, two role-play types that our 
organization, GameDesk, has explored, can each offer teachers insight 
into role-play as an experiential learning tool and approach. 
Students learning about the code of Hammurabi by acting as a council 
trusted with applying it. 
First, let’s look at LARPs. In GameDesk’s ‘Time-Larp’ curriculums, 
students role-play through historical council hearings, agricultural trade, 
war, and commerce, while building 21st century skills along the way—
such as collaboration, politics, and negotiation. In our week long 
Mesopotamia module for example, students and teachers assume the 
roles of fictional characters within the context of ancient Mesopotamia 
during the reign of Hammurabi (1779 BC-1715 BC). Students role-
played various classes that existed during that time (merchants, 


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governors, astrologers, and priests) and gained a deeper understanding 
of social norms and practices of the culture through interacting with one 
another, while in character, to fulfill in-game objectives. 
Learning engineering techniques and history concurrently as students 
build their own shaduf. 
Role-Playing Games may be defined as a system for creating stories 
based on rules. They allow a group of players and a game director (also 
known as Game Master or Narrator) to participate and interact using 
their imagination to determine what could happen. There are different 
kinds of Role-Playing Games (RPGs) that relate to video games and 
online video games. The original RPGs, sometimes called tabletop 
RPGs or pen-and-paper RPGs, were the starting point of their digital 
relatives, and used mainly speech and imagination; however, technology 


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may be used in some cases for communication. RPGs that are played by 
writing posts in forums or sending emails are called Play by Post (PbP). 
Some RPGs even require live interaction, similar to theater 
representations; these are called Live Action Role Play (LARP). 
Related concepts:
There are two concepts very close to RPG (Role-Playing Games): 
gamification and Game-based Learning (GBL). Gamification can be 
defined as the use of game elements and mechanics in non-recreational 
contexts. It is frequently supported by online applications, such as 
Classdojo or Classcraft.
Role-Playing Games in Classroom 
As mentioned previously, RPGs and gamification have several strong 
bonds. This is another important issue regarding RPGs and education: 
how roleplaying games may be used in educational settings, inside 
game-based learning? The following steps, based on other pedagogical 
activities, are independent of what kind of RPG variation is used: 
tabletop RPG/pen and paper RPG; RPGs using ICT tools like Discord, 
Skype or VTT; Play by Post (PbP) RPGs; or Live Action Role Play 
(LARP). Before bringing it up to the classroom. The first thing to do is 
to get to know the game and its settings. A record in our database should 
also be prepared, which will be filled up at the end, since we have to add 
both progress and real circumstances once the game has finished. It is 
also advisable to make other preparations, such as creating a conceptual 
map of the most important contents and concepts, planning the previous 
and subsequent activities, thinking about the aim, estimating the time 


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required for the game, having a content scheme, preparing materials, 
creating a favorable atmosphere, understanding a simple and efficient 
game system (there are a lot of free games nowadays, as well as generic 
systems developed at the commercial level), and understanding some of 
the narrative resources used in RPGs (these are available in many web 
pages and almost in every RPG manual). In class, but before playing. 
Several strategies might be chosen according to pupils’ age, skills, or 
knowledge. For example, collecting information from their previous 
knowledge; doing activities prior to beginning game play, e.g., reading 
or watching videos; introducing pupils to general game rules; forming 
game groups, including observers if necessary. During the game. 
Students may apply previous analyses to comment or detect relevant 
aspects or mistakes, which can be analyzed in depth. After the game. 
The teacher may look for analogies, going back to quandaries or covered 
topics, and asking the pupils about their sensations during the game, 
e.g., what attracted their attention, and may propose later brief 
investigations or treasure hunts to settle doubts, among other 
possibilities. 

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