• Title/Summary/Keyword: Role-Playing

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A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

The Effect of Role-playing on Childeren's Pro-social Behavior(I) (역할놀이가 아동의 친사회적 행동에 미치는영향(I))

  • 이정숙
    • Journal of Families and Better Life
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    • v.16 no.1
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    • pp.63-80
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    • 1998
  • The purpose of this study is to analyze the effects of unstructured and spontaeous role-playing in pro-social behavior of a child. The experimental group in this study is 7 children who go to after-school class in J. social welfare facility and the controlled group is 7 children in composition class., While the experimental group did role-playing with each other the control group did not have any treatment, In order to find out effects of an experiment pre-test first post-test and second post-test were done. The results can be concluded as following. First in pre-test the degree of behavior resulted the same in experimental group and in controlled group. However in the first post-test the pro-social behavior of the experimental group with role-playing showed an improve than that of the controlled group. Therefore it can be emphasized once more that the role-playing improves pro-social behavior of a child. Second in the second post-test done 2 moth after the role-playing it was found that the pro-social behavior of experimental group keep the improved points as in the first post-test Therefore it can be concluded that the effect of role-playing on pro-social behavior of a child is continuous.

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The Effect of The Role-Playing Analogy Activity Class on the Academic Achievements and the Science Process Skills of Elementary School Students (역할놀이 비유 활동 수업이 초등학생의 과학 학업성취도와 과학탐구능력에 미치는 영향)

  • Jang, Jin-Hwa;Lee, Hyeong-Cheol
    • Journal of the Korean Society of Earth Science Education
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    • v.5 no.3
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    • pp.267-275
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    • 2012
  • The purpose of this study is to find out the effect of the role-playing analogy activity-based class on the academic achievement in science and the science process skills of elementary school students. One experimental group and one control group of 4th grade students were selected to perform a prior investigation on the academic achievement in science and the science process skill. Then the experimental group attended science lessons that were based on the role-playing analogy activity and the control group attended the traditional science lessons based on the text book and teacher's guide. After conducting lessons, a post investigation was performed for each group and the results were analyzed to produce the following conclusions. First, the role-playing analogy activity class was more effective to improve students' academic achievements than the traditional science class. And the role-playing analogy activity class was more effective to learners in the high-level group, which made a scores above the average in prior investigation on the academic achievement, whereas it was little effective to those in the low-level group. Second, the role-playing analogy activity class was effective to enhance students' science process skills than the traditional science class. And the role-playing analogy activity class was more effective to the learners' in the high-level group than those in the low-level group.

Study on Development Process of Furniture Design Class by Applying Role-playing (Role-playing을 적용한 가구 디자인 수업 개발 사례 연구)

  • In, Chi Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

A Qualitative Case Study on the Discrepancy between Children's Gender Schema and Gender Role Acceptability: With a Focus on the Intersexual Role Playing of Two Brothers' (형제 놀이 속에서 발현된 '코델리아' 형규의 이성지향자적(異性志向者的) 특성에 관한 질적 연구)

  • Lee, Eun-Ji;Kang, Hyoun-Gu;Pack, Yun-Hyun
    • Korean Journal of Child Studies
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    • v.36 no.4
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    • pp.33-48
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    • 2015
  • It is generally known that children's development of 'gender schema' and 'gender role stereotype' has a positive relationship with the notion of 'gender role preference'. This study analyzed an unusual case focusing on the role playing of two brothers'. The elder brother, Hyoung-Gyoo, always preferred to take the female role, and he had a preference for feminine names like "Cordelia" whilst engaging in role playing situations. The brothers can be said to have crossed the border into the realm of intersexual role playing. The results revealed Hyoung-Gyoo's clear discrepancy between gender-related perceptions and reality, and showed his younger sibling Je-Gyoo's high level of acceptance towards his brother's extraordinary gender role preference. The results of this study can serve as a useful reference point for detailing unusual development from early childhood regarding 'opposite-gender-role seeking' characteristics.

Effect of Stepwise Communication Education Program using SBAR among Nursing Students: Focusing on Scenarios and Nursing Case-based Role Playing (간호대학생의 SBAR를 이용한 단계별 의사소통 교육프로그램의 효과: 시나리오와 간호사례기반 역할극을 중심으로)

  • Noh, Yoon Goo;Lee, Insook
    • The Journal of Korean Academic Society of Nursing Education
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    • v.24 no.2
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    • pp.115-126
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    • 2018
  • Purpose: This study intends to examine the effects of a stepwise communication education program among nursing college students, focusing on scenarios and nursing case-based role playing. Methods: The study design was a one-group repeated measure ANOVA. Participants were 27 nursing students in practice. Students participated in 5-week stepwise communication education program using SBAR; including 1 week of lecture education, 4 weeks of scenarios and nursing case-based role playing. The data were collected at each level of the education process: pre-education, after 1 week of lectures, and after completion of scenarios and nursing case-based role playing. Repeated measures ANOVA was used to determine changes in SBAR technique knowledge and communication self-efficacy. Results: The stepwise communication education program using SBAR was effective in increasing SBAR technique knowledge, and communication self-efficacy. The lecture-based education was effective only in the area of SBAR technique knowledge and its subscale, attitudes towards SBAR. However, scenarios and nursing case-based role playing was broadly effective across communication self-efficacy, SBAR technique knowledge, and its subscale, knowledge of the SBAR. Conclusion: Based on this study, we propose that it is necessary to confirm the effect of long-term SBAR communication education using scenarios and nursing case-based role playing in nursing students' practice.

The Change of Preservice Teachers놀 Concepts on the Moon놀s Movement through Role Playing (달의 운동에 대한 역할놀이 학습이 초등예비교사의 개념 변화에 미치는 효과)

  • 채동현;최영완
    • Journal of Korean Elementary Science Education
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    • v.21 no.2
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    • pp.253-261
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    • 2002
  • This study is intended to develop the role plays on the moon's movement and to investigate how the preservice elementary teacher's concepts are affected by them. Subjects are 30 preservice elementary teachers. One instrument including 7 items was used for testing the preservice teachers' concepts on the moon's movement. Data were collected before using the role playing and after using them through the tests. As a result, the preservice elementary teachers' concepts on the moon's movement were improved by teaming through the role playing

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The Effects of Role Playing on Empathy and Communication Competence for Nursing Students in Psychiatric Mental Health Nursing Practicum (정신간호실습교육에서 역할극이 간호대학생의 공감과 의사소통능력에 미치는 효과)

  • Seo, Dong-Hee;Jeong, In-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.263-270
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    • 2019
  • The purpose of this study was investigate the effects of role playing on empathy and communication competence of nursing students in psychiatric mental health nursing practicum. The study was designed using a nonequivalence control group design. The subject were 59(Experimental. 29, Control 30) nursing students from two different university in G city who were support to this study. The role playing conducted from February 26, 2018 to May 25, 2018. The study variables were 'empathy' and 'communication competence' surveyed by self-reported questionnaires. The score of empathy and communication competence of experimental group was significantly higher than those of control group after role playing. Based of these results, role playing for nursing students in psychiatric mental health nursing practicum was especially effective in increasing on the change of empathy and communication competence.

A Study on the Level of Communication and Clinical Skills of Korean Medical Students by the Participatory Method of Role Playing (역할극의 참여방식에 따른 한의대생의 의사소통 및 진료기술 수준에 대한 연구)

  • Kim, Kyung-Soo;Jeong, Seo-Yun;Kim, Kyeong-Ok
    • Journal of Oriental Neuropsychiatry
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    • v.30 no.3
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    • pp.177-184
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    • 2019
  • Objectives: This purpose of this study was to examine the level of communication and clinical skills of Korean medical students according to the participatory method of role playing during medical education. Methods: A total of 100 fourth grade students from the Korean Medical College of Dongshin University in 2018 and 2019 were divided into two groups: Role players and scenario writers. After performing their role-playing, they were asked to complete questionnaires regarding two categories-communication and clinical skills-, consisting of 10 items. Results: 1. Communication skills were measured at approximately 80% of the expected level, and the level difference was shown in detail. 2. Clinical skills were measured at approximately 75% of the expected level, and the level difference was shown in detail. 3. The level of communication skills and the level of clinical skills according to the participatory method did not differ significantly. Conclusions: Writing scenarios in role playing can be observed as having the same effect on communication and clinical skill levels as acting.

The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.