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::Virtual Worlds and Role-Playing
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The overall goal of these assignments is to provide students with opportunities
for "hands-on" learning about important topics and issues related
to their course and learning community.
Role plays are staged 'dramas.' They can be based on real worlds issues
(e.g. a role play about the Clean Air Act, the events of September 11,
George Mason University Honor Code). Role plays may also be based on hypothetical
situations (e.g. If you were Creon in the play Antigone, would
you have released Antigone? Why or Why not?).
Participants in role-plays can either play themselves (e.g What values
do I have that may shed light on this problem?) or they can play others
(e.g. if I were a policymaker, how might I address this problem?).
Role-Plays can be short (e.g. last a class period) or they can be much
longer, spanning the course of a semester. In short, role-plays are flexible
activities that can be adapted easily to the learning goals of almost
any course.
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Assignment #1 (adapted from Mel Silberman's
Active Learning manual):
This exercise is a relatively simple role-play to integrate into a course.
Its multiple purpose as a learning, reflection, and assessment tool make
it an excellent introduction into role-playing.
Before class, divide students into teams based on the following roles
(or ones you create):
- Interrogators
Based on the class discussion, provide a list of at least 3 questions
you'd like to ask
- Assistants (Helpful)
Identify at least three major points to the class discussion you found
helpful and explain why they were helpful.
- Assistants (Unhelpful)
Comment on at least three points from the discussion that you found
unhelpful or disagreed with and explain why
- Muddy Pointers
Point out at least three confusing points (e.g. concepts, definitions,
examples (from the discussion that need clarification.
- Example Givers
Provide at least three specific examples of ways you believe you could
productively apply the material you learned
- Quiz Makers
Propose three questions you could use to assess your classmates' understanding
of the materials discussed from today's class.
- Competency Spotters/ Learning Goals
Indicate at least three points of connection between today's discussion
and NCC competencies or between today's readings and classroom learning
goals
As part of a class in a computer lab, or as assignment homework, students
can use Townhall, a Moo, or Instant Messaging to share their responses
and engage in dialogue about the class material. Doing so provides immediate
feedback to the instructor, indicates the level of student understanding,
and engages students in a reflective debriefing of the class. Debriefing
this activity during the following class period with a print-out of the
discussion makes a great transition from the previous class into the current
class
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Assignment #2: Stepped Role-Play
This longer assignment draws on a variety of skills (e.g. research, writing)
and integrates nicely into a learning community with a service learning
component.
Part I: Data Gathering & Inquiry
Students are assigned (individual or group) a case study to research from
a particular perspective
Example A:
Faculty member assigns students to explore various aspects of welfare
(e.g. housing, food stamps, Medicaid) from a variety of different perspectives
(e.g. congressional representative, senator, welfare rights organization,
welfare recipient, father's rights groups).
Students must gather background information on welfare reform history
and current welfare statistics and testimony related to their topic. Students
should account for their data gathering methods and provide justification
for source utility and selection.
Example B:
Assignment requires students to explore proposed Fairfax County amendments
designed to strengthen the County Chesapeake Bay Preservation Ordinance
and improve the County's ability to better protect forests and wetlands
in floodplain areas and stream valleys from harmful development.
Some students take the position of local business interests, others of
policymakers in Fairfax County and neighboring regions, some of citizens,
and so on. Students must gather information on the ordinance and related
issues. Students should account for their data gathering methods and provide
justification for source utility and selection.
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Part II: Research Compilation
Students (individually or as a group) create a position paper for
their particular perspective identifying important characters, arguments,
values, and policy goals
Example A:
Based on their evidence, students assigned to the father's rights group
identify major players in the welfare reform movement, major persuasive
strategies/lines of argument, points of disagreement with other groups,
major goals. The group creates a collaborative essay using the appropriate
technology resources (e.g. town hall, 'annotation inserting' in Word).
Example B:
Based on their evidence, students assigned to a local preservation group,
create a position paper on which amendments they support and why.
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Part III: Role Play
Relying on position papers and evidence, students debate a topic related
to their case study using town hall, a MOO, Instant Messaging, or other
appropriate technology.
Example A:
The time is August 15, 1996, just prior to the passage of the controversial
welfare reform legislation. Your role is to advocate for your position
to be represented in the final legislative bill. As you prepare for this
role play, carefully read your position statement. Then, browse through
course readings. Think about ways you might use narratives, arguments,
media, slogans, songs, and appeals to make your case strong.
Example B:
It is Monday, February 25, 2002 and you are present at the Fairfax County
Board of Supervisors hearing to consider the newly proposed amendments.
Your job is to make a case for which amendments ought to be supported
and which amendments ought to be tabled based on your evidence and in
light of your assigned role.
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Part IV: Reflection
Students are asked to assess their learning in terms of course content,
research skills, technology use. By analyzing the town-hall 'chat,' students
can reflect on course learning objectives as well as the advantages and
limitations of the technology (e.g. currency, timeliness, credibility of
internet research vs. other sources; on-line debating versus in-person'
ebating; the ways in which technology enhanced and/or hindered assignments) |
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Assignment #2: Variations
Faculty interested in enhancing course content with a role play for a
brief time might consider shortening the assignment by omitting:
Part I
In this case, faculty member could provide students with all of the background
information they need to participate in the role play exercise or faculty
members could rely on course materials to provide students with the background
they need.
Parts I & II
Faculty members could give students a position paper as a 'take-home'
assignment and ask students to prepare for the role play with this information.
Part IV
The reflective process can take place in a variety of media. Students
may, for example, conduct the role play as a fish bowl exercise with a
group of students whose role it is to monitor the discussion, assess strategies,
and facilitate a debriefing at the end of class.
Students may also write a daily log or a more formal paper. Or, student
debriefing could take place as an on-line chat.
Competencies with major emphasis: Group Work, Critical Thinking,
Problem Solving
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::The Five Cs of Role-Playing
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1. Control
During role-play activities, instructors lose considerable "control" over
the classroom as well as the direction of the conversation. To encourage
thoughtful role-play discussions, consider:
- Giving a few students the role of "moderator." As moderators, students
practice facilitation skills even as they become increasingly invested
in the success of the role-play.
- Giving yourself an appropriate role. Doing so gives you "license"
to modify the direction of a conversation if necessary without making
it appear as if you (the instructor) are trying to take control of the
class or stop the role play.
- Preparing yourself for the role play to take on a life of its own.
Take notes on what is happening in the role play so you can go back
and facilitate a reflection. o Making time for reflection. If all else
fails and the role-play seems to be more of a failure than a success,
make time for a guided reflection to process what happened, why it happened,
and what could be done differently.
- Preparing yourself for a shorter than expected role-play. You may
think you have a GREAT role play and suddenly after 20 minutes, the
students find they have nothing more to discuss. How will you respond?
Will you try to interject new possibilities? Will you pronounce the
role play as over? Will you begin a debriefing process?
- Avoiding any implication that the role-play was a failure. Students
take risks in role-playing activities and may be reluctant to take chances
in the future if they feel unsuccessful. Also avoid stopping a role-play
prematurely, especially in learning communities where students are more
"vocal." Simply stated, it doesn't go over very well to give students
responsibility and then take it away.
2. Controversial Topics
One benefit of role-plays (especially those where students are playing
people other than themselves) is that students voice different ideas and
opinions. One disadvantage of role-plays is that students voice ideas
and opinions! Several options to minimize the effect of inflammatory,
controversial, or inappropriate comments include:
- Highlighting a diversity statement on your syllabus. Let students
know that they WILL encounter prejudicial, controversial, and provocative
statements and prepare students to discuss productive ways of responding.
- Choosing an issue that is less likely to provoke strong outbursts.
- Allowing time for reflection after the role play to diffuse problem
topics or issues.
3. Command of your Subject
Know your subject well and be prepared to spend considerable time developing
role-plays based on real-life situations. If students are playing "real"
people other than themselves, they need comprehensive character descriptions
and detailed context. If you are providing character development and background
information (as opposed to making those student assignments) be as thorough
and informed as you can. Consider, as well:
- Identifying clear learning objectives for the role play and understanding
how the role play will help students learn. Review those learning objectives
with students either before or after the role-play. As with any type
of active learning, students often need to make clear connections.
- Practicing the role play in your imagination and with your colleagues
to be sure there will be sufficient conflict/discussion possibilities.
4. Can You Help?
ome classes have students who are attached to the instructor-student model
and who will appeal to their instructor for guidance on how to begin and
process a role-play. If you have students who are concerned about getting
the "right answer," you will likely encounter such obstacles. Consider:
- Reminding students that the outcome of a role-play is NOT determined
in advance and so there is no one "RIGHT" outcome.
- Preparing yourself and your students for an awkward start. During
in-class role-plays, students may take 5-10 minutes to get into character.
They will look to you and express their discomfort. When this happens,
encourage students to remain in character and remove yourself (your
presence) as much as you can. Sometimes allowing students to wear name-tags
and introduce themselves prior to the role-play facilitates dialogue.
- Reminding students that they don't have to be a good actor or actress
to play a role.
- Preparing yourself for students to ask for clarification on ideas
or rules if you are discussing topics like policies. Know beforehand
how you will respond. In some cases, students may need the information
to proceed in a meaningful manner. But be forewarned that when an instructor
steps into a role-play, it stops the rhythm of the role-play and it
may take students time to resume their conversation.
5. Considered Reflection
Reflection is the key to a successful role-play. Provide ample time to
discuss the process of role-playing. How did students feel during the
role-play? What did they learn? What might they have done differently?
How do role-playing themes link to course themes, course objectives, NCC
competencies, experiential learning? Two obvious methods of reflection
include:
- Instructor-guided role-plays
In this case, you can resume some control in the classroom. If the role-play
has not gone well for any number of reasons, a instructor-guided role
play is best. You have the opportunity to make some connections and
diffuse problems.
- Student guided role-plays
In role-plays that have been lively, engaging, and instructive, providing
students with the opportunities to facilitate debriefing sessions can
be rewarding. You might consider assigning some students the role of
"observer" in the role-play with student/faculty developed guided questions.
As the role-play progresses, the "observers" can take notes on what
is happening and report back to the class.
Technology May Enhance Learning in Role-Playing Activities
Technology (e.g. MOO, Townhall, Instant Messaging) benefits role-playing
activities by . . .
1. Allowing participants the opportunity to set their character descriptions
2. Enabling participants to keep a written record of all verbal transactions
for post-analysis
3. Fostering "in-character" dialogue by reducing the prominence of physical
appearances (e.g race, sex)
4. Developing strategic written communication skills
5. Encouraging all participants (even those who are reluctant to voice
their opinions in the classroom) to express opinions by minimizing inhibitions
6. Promoting authenticity in characters and evidence by allowing participants
to cut and paste important evidence (e.g. hearing testimony or bill excerpts)
into the text
7. Providing participants with virtual group time to complete group assignments
related to the role playing activities (e.g. research, position paper,
character analyses)
8. Inviting students to continue dialoging about classroom activities
outside of the classroom.
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