The role of role plays in teaching english
Abstract
Language teaching is not just about teaching languages, it is also about helping students to
develop themselves as people. Role play is a technique in which students are presented with
a real or artificial environment and they are exposed with some kind of case or situation and they
need to exhibit the same in form of roles. A brief historical sketch of role-play is given in this paper. This paper focuses on the need of role play as an instructive method which serves as a multi-skill developing weapon where the students not only develop a broader perspective about a task
or new role but also the horizon of understanding others behavior resulting into empathy, team
work, better communication, interpersonal skills and management development.
Introduction
English becomes the most essential language in the world. Almost all the people from many
different countries around the world use it to communicate. The area of English has always
become a special interest. Among the recent innovations in the field of second language
teaching, task-based language teaching is probably the most promising and productive one, the
one which has drawn much attention from both second language teaching profession and second
English for Specific Purposes.
Role-play is an effective technique to animate the teaching and learning atmosphere, arouse the
interests of learners, and make the language acquisition impressive. Role play is very important
in teaching English because it gives students an opportunity to practice communicating in
different social contexts and in different social roles. In addition, it also allows students to be
creative and to put themselves in another person‟s place for a while. According to Stephen D.
Hattings, the role play would seem to be the ideal activity in which students could use their English creatively and it aims to stimulate a conversation situation in which students might find themselves and give them an opportunity to practice and develop their communication skill.
History of role-play
The idea of play as a medium for instruction can be traced back to the Greeks. Probably
the first role-play session was run when a master teaching a pupil, said to him: „Act as if I am a
customer and you are serving me‟. The pupil played his role. The master played his role as a
would-be-customer. When they discussed their roles afterwards, play was used as method of
instruction (Corsini, Shaw & Blake, 1961). The Viennese psychiatrist Moreno was the first to
examine role-play in a scientific way (Corsini, Shaw & Blake, 1961). Moreno (1946) created the
sociometric measure, a technique that studies interpersonal attraction and group membership in
institutional settings (e.g., reform schools). He used role-play for psychiatric objectives. These
plays are known under the names of psychodrama and sociodrama. In psychodrama, the
enactment and its emotional and behavioral confrontations are the central activity.
Another origin can be found in Germany in the
1920s (Corsini, Shaw & Blake, 1961; Wohlking & Gill, 1980). The educational use of role-play
became more and more widespread. During the 1970s and 1980s the use of role-play increased
even further and role-play is now common-place in university curricula, business, and industrial
training programs.
Reasons for using Role-plays in Class
There are many good reasons for using role-plays in class:
- role-plays help students cope with real-life situations, commonly used expressions, forcing
them to think “on their feet”;
- role-plays help students work together as a team or group, and communicate in order to
understand each other, because role-plays are not simple acts of reading or reproduction
the information from a piece of paper;
- role-plays can be adapted to the needs of the students, they may use specific vocabulary for
specific situations, as learning English is sometimes done for a specific purpose;
- role-plays give learners more responsibility in their learning, encouraging interaction;
- role-plays offer students the chance to evaluate their learning progress and their level of
English.
Role play can improve learners speaking skills in any situation, and helps learners to interact. As
for the shy learners, role play helps by providing a mask, where learners with difficulty in
conversation are liberated. In addition, it is fun and most learners will agree that enjoyment leads
to better learning.
How to teach using Role-play?
· The teacher should prepare the students by asking questions before performing a role
play.
· The questions should incorporate the major parts of the role play and the
vocabulary/idioms involved. After the question answer session the students should be
comfortable with what they need to do.
· Allow the students a few minutes to study the role cards and work out some key
sentences. The teacher can help the students where ever needed.
· Each role play should be performed at least twice with the students changing roles.
· In group situations the stronger students can act out the role play to the whole class.
· The teacher can take one of the roles if needed.
· Avoid making corrections until the role play is finished.
Role-play Cards
Role play cards can be a very useful tool. Role-play cards invite students to assume the role of a
specific person or character and to react to a stimulus or prompt as that person.
Values of Role-plays
Role playing allows people to make mistakes in a nonthreatening environment. They can test
several solutions to very realistic problems, and the application is immediate. It also fulfills some
of the very basic principles of the teaching-learning process such as learner involvement and
intrinsic motivation. A positive climate often results in which one can see himself as others see
him.
The involvement of the role playing participants can create both an emotional and intellectual
attachment to the subject matter at hand. Role playing can often create a sense of community
within the class.
Problems in Role Playing
The major drawback in role playing is the insecurity of class members. Some may react
negatively to participating in a situation which will be discussed and possibly criticized by other
members of the class. And role playing takes time. The class discussion of a five-to-ten-minute
role playing situation may extend to several times the length of the situation itself.
The relationship of the people in the group is a crucial factor in the success of role playing. At
times it may emerge as a negative factor. For example, previous interpersonal difficulties
experienced by group members may arise in class to corrupt the role playing situation. Also, if
the group has people of different status, they may be reluctant to become involved for fear of
being humiliated before the members of the class who are smarter or more popular.
These difficulties with the method are formidable, but they are not insurmountable. Nor are they
so extensive that they should prohibit us from experimenting with role playing. The potential
benefits of the method quickly overbalance the difficulties which seem so apparent in the initial
preparation stages.
The Role of a Teacher
Some of the possible teacher roles are:
Facilitator - students may need new language to be 'fed' in by the teacher. If rehearsal time is
appropriate the feeding in of new language should take place at this stage. As students practice
the role-play they might find that they are stuck for words and phrases. In the practice stage the
teacher has a chance to 'feed-in' the appropriate language. This may need the teacher to act as a
sort of 'walking dictionary', monitoring the class and offering assistance as and when necessary.
Spectator - The teacher watches the role-play and offers comments and advice at the end.
Participant - It is sometimes appropriate to get involved and take part in the role-play yourself.
Error Correction
There are many ways to correct mistakes when using role-play. It is rarely appropriate for the
teacher to jump in and correct every mistake. This could be incredibly de-motivating! Some
students do like to be corrected straight after a role-play activity, while the language is still fresh
in their minds. Sentences with errors can be written on the board for the group to correct
together.
Self-correction - If you have the equipment to record the role-plays either on audiocassette or on
video, students can be given the opportunity to listen to the dialogue again and reflect on the
language used. They may find it easy to spot their own mistakes.
Peer-correction - Fellow students may be able to correct some mistakes made by their peers.
Students could be asked to listen out for both great bits of language they'd like to use themselves,
and some mistakes they hear. Be careful to keep peer-correction a positive and profitable
experience for all involved. Making a note of common mistakes yourself and dealing with them
in future classes ensures that the students don't lose motivation by being corrected on the spot or
straight after the role-play. Negotiate with students and ask them how they would like to be
corrected.
Conclusion
To sum up, incorporating role-play into the classroom adds variety, a change of pace and
opportunities for a lot of language production and also a lot of fun! It can be an integral part of
the class and not a 'one-off' event. It's fun and motivating; quieter students get the chance to
express themselves in a more forthright way; the world of the classroom is broadened to include
the outside world - thus offering a much wider range of language opportunities. In addition to
these reasons, students who will at some point travel to an English speaking country are given a
chance to rehearse their English in a safe environment. Real situations can be created and
students can benefit from the practice. Mistakes can be made with no drastic consequences.
Role-playing can boost self-esteem, increase classroom morale, encourage participation and
create confidence. Children who engage in creative learning learn faster, retain more of what
they learn, and are more prone to apply their learning outside the classroom. The techniques of
role playing afford another approach to involving students in their own learning process toward
the clarification of self concepts, evaluation of behavior, and aligning of that behavior with
reality.
References
1. Richards, Jack C., and Theodore S. Rodgers. 1986. Approaches and methods in
language teaching: a description and analysis. New York: Cambridge University
Press.
2. Feng Liu & Yun Ding, “Role-play in English Language Teaching”, Asian Social Science,
Vol. 5, No.!0, October 2009.
English for Specific Purposes World ISSN 1682-3257 Issue 33, Volume 11, 2011
3. http://serc.carleton.edu/
4. http://www.oppapers.com/
5. http://www.learnenglish.de/
6. http://bible.org/seriespage/
"Role-Playing is getting together with some friends to write a story. It's joining
around a campfire or dining room to spin some tall tales. Role-playing is being
creative and having fun with friends.
In most role-playing games, one person plays the 'referee,' who can be thought
of as the 'Editor' of the story. The Editor will, with input from you if you desire
to give any, describe a world, or setting. You and your friends, as Players, will
take a character and protagonist in this world, and guide your character through
the story that you and your friends are creating."
- Jerry Stratton,
What Is Role-Playing?
As part of our search to find classroom activities which facilitate language learning
and yet provide students the opportunity to creatively use the language in a non-structured way, many English teachers have turned to dialogues, open-ended
scenarios, and role plays. There has of late been a movement towards even more
free form classroom activities which are similar to the more traditional role
plays but which descend more from serious gaming activities than
from improvisational theatre. In this paper, I will discuss the use of Role Playing
Games (RPGs) in theEnglish as a Foreign Language Classroom.
THE NATURE OF RPGS
First, RPGs should be distinguished from Language Role Plays, Classroom
Dramas, and other more commonly employed classroom language learning
exercises which teachers attending the conference may be more familiar
with. RPGs are games played on a tabletop with pencil, paper, dice (often
polyhedral), and a large dose of imagination (unlike the more usual language role
plays which are acted out before a class, these games are non-performance
oriented). Players can be divided into two types: the referee (commonly called a
Game Master or GM) and the players. The GM creates a scenario which he then
sets in motion by explaining the situation to the players who have created Player
Characters (PCs) to interact with one another and theGM's characters (Non-Player
Characters or NPCs) during the game. Following a set of rules or guidelines,
LANGUAGE LEARNING BENEFITS OF RPGS
Role playing has several beneficial language learning characteristics which Gillian
Porter Ladousse has effectively described in her useful introduction to the
topic, Role Play. Many of these characteristics are also present in tabletop RPGs. It
should be noted that role play and RPG activities are not limited to language
practice as language learning certainly is also taking place during the games
(Ladousse, 9). For RPGs to be effective in this way, they should be part of what
Ladousse calls that "category of language learning techniques sometimes referred
to as low input -- high output . . . . the teacher-centered presentation phase of the
lesson is very short" (9). Role-Playing activities offer opportunities for real use of
the language. Although they are more often used in many English for Special
Purposes courses, they can be used with general classes too at any level
(Mugglestone, 115).
There can be two ways of looking at language work in RPGs and similar role plays:
either the students manage with the language they already know or they practice
with structures and functions that have been presented in an earlier part of the
course or lesson (Ladousse, 9). Either way, the students can only benefit from the
experience. William H. Bryant used adventure/survival discussion games similar
to RPGs in his French Conversation classes and found them to be very effective:
One thing for certain, however, is that, used properly, these kinds of activities are
usually very effective in engendering a lot of animated conversation and
communication on the part of the students. The main reason for this is that the
hypothetical situation presented . . . is . . . "emotionally charged." (348)
As outlined in Cardwell's "Role-Playing Games and the Gifted Student," there are
several language and non-language based learning skills developed directly when
students become involved with RPGs. According to Cardwell, these include but
are not limited to Following Directions, Vocabulary, Research, Independent/Self-Directed Study, Planning, Choice/Decision Making, Mental Exercise, Evaluation,
Cooperation/Interaction, Creativity/Imagination, Leadership, Problem Solving,
Critical Thinking, Predicting Consequences, Figural/Spatial Reasoning, Taking
Other Points of View, Asking Questions, Ethics, Prioritizing, Interrelated
Learning, and Continuity of Learning (4-6). There is also some evidence to suggest
that role-playingmethods facilitate attitude change, increase self- concept, and
produce behavioral change (Swink & Buchanan, 1179).
Along with developing language skills and other related skills as noted above,
because RPGs are language-centered communication games, they have a definite
positive effect on student socialization skills which are central to RPGs "where
much of the game depends on a common perception of the information presented
to the players by the [GM]" (Toles-Patkin, 5). One player characterized the games
he most enjoyed playing as having strong social/negotiation elements: "The games
we love have a certain amount of diplomatic negotiation going on. A player tries to
influence the outcome of the game by interacting with other players" (Shaw, 128).
For students who create their own adventures, instead of relying upon published
source material, the act of doing so helps then become better thinkers and writers.
This is because a scenario requires internal logic, a balance that is the very
condition of collective involvement. Sociologist Daniel Dayan characterized the
standards for good RPG campaigns thus: "The fictional background
or universe must be relatively convincing and may call for some amount of
historical validity, but it is defined less in terms of historical realism than by the
consistency of its imagined features" (1222). Similarly, many claim that the game
offers an outlet for those with adventure fantasies of their own and teaches them
about problem-solving, leadership, and survival (Toles-Patkin, 9).
Whether students are playing in scenarios created by their classmates or using pre-generated modules, RPGs have a strong curiosity appeal which Patricia
Mugglestone called the one "primary motive relevant to every teaching-learning
situation, whatever the status of the target language, whatever type of course is
being followed, whatever the learner's nationality, age, and level of language
proficiency, whether he is a volunteer or conscript learner" (112). According to
Mugglestone, "projects appeal to the curiosity motive if their content is interesting
to the learner and if the learner is allowed to develop the project in his own way"
(115). This certainly describes the typical RPG activity.
RPGS IN THE ENGLISH CLASSROOM
At this time, I will briefly summarize some of the ways RPGs have been
effectively employed in language classroom at different levels. The methods
described will primarily be examples from teachers who have used the technique
effectively in their own English classes: as conversational free-form or open-scenario exercises, as an on-going writing exercise or dialogue at varying levels of
difficulty or immediacy, and as other RPG-related writing projects.
As Conversational Free-Form or Open-Scenario Exercises
Robert J. Di Pietro outlines a teaching technique for conversation classes which is
very similar to RPGs in facilitation of language use in his insightful article, "The
Open-Ended Scenario A New Approach to Conversation." RPGs are used as a
basis for class discussion around open scenarios provided by the instructor or
prepared by the students themselves. Since conversations are based upon meted-out
information, Di Pietro cites the educational scenario in which information is gained
through further contact as being superior to more standard role-plays (19) -- this is
how the RPG scenario is constructed. My own use of RPGs at National Chengchi
University in the Republic of China have typically been of the student-centered/student-
For those teachers who prefer not to use fantastic or heroic literature as the models
for their classroom activities, RPGs can be fairly easily adapted to any situation --
including real life. When Scott D. Orr was teaching Czech students in 1990, he
used a Role-Playing Game as a teaching aid. Since it was right after the revolution,
the students were not only very interested in American English, but in American
culture as well. Orr chose not to use a commercial RPG system and simply created
a basic game for the students, requiring them to imagine their own character
types(they played ball players, cowboys, pilots, and detectives). Orr reports that the
activity was very successful not only because it was a tool for learning English, or
just a game, but because the students were able to role-play being members of a
culture they were interested in.
While most have the students create and run their own games, some teachers have
chosen other methodologies for using RPGs in their conversation classes. W. Troy
Tucker employed a science-fiction RPG as a teaching aid while he taught at a
science university in the People's Republic of China. Tucker used the
game Traveller as he felt the students could more readily use the vocabulary of the
sci-fi genre in their professional and academic lives. Now that Tucker has returned
to his home in the U.S., he is once more utilizing a horror RPG, Call of Cthulhu,
to teach Japanese ESL students. Tucker's methodology has been to run the games
with himself as GM and the students becoming as PCs.
While most teachers will use RPGs as small-group exercises, it is possible to use
them as class discussion facilitators. Ken Rolston currently is the editor for one of
the more popular FantasyRPGs, Runequest. Before changing careers, he was an
English teacher and used the game Ghostbusters by West End Games in his
classes:
• The setting is modern-day and almost universally accessible --
the Ghostbusters films were popular in Taiwan as well as the United States
and other countries.
• The system is very simple. It was originally designed by Chaosium and
developed by West End Games specifically for out-of-the-box playing.
• Rolston invented scenarios using the school setting invaded by spooks
and/or lurid alien influences (thereby placing the students in a concrete
context). The introductory adventure had large groups (30 students)
dividing into six small groups which represented the six main PCs. The
groups then worked cooperatively by brainstorming to decide on the
character's actions. This increased the density of ideas and actions while
providing protection for less- verbal and less spontaneous youths.
David F. Nalle, professor of European history at the University of Texas and writer
of several RPG systems, has used similar techniques to teach history.
THE LESS-ENGLISH CLASSROOM
Obviously, RPGs have the most immediate benefits and possibilities for the upper-
level all-English conversation classroom. Lower-level English
Conversation classes may not find as much immediate use in the games (students
may feel intimidated by the free-form nature and language demands made by the
games). For upper level classes, the teacher need only "get them started" -- lower
level classes present more difficulties.
If the students don't know how to describe an action in the game, they may revert
to simple language rather than exploring other possibilities for description. One of
my initial groups would simply roll the dice to determine success and spent a large
portion of their first game using simple language as follows:
STUDENT ONE: I hit the monster.
STUDENT TWO: Roll the dice.
STUDENT ONE: I roll a four.
STUDENT TWO: Okay. You hit. Roll again.
STUDENT ONE: Fine, I roll a six.
And so on . . . . Not very promising. However, once it was explained that they
needed to use more description, they tried harder -- making the game more
enjoyable for themselves and useful for their language development. At this stage,
the teacher needs to be there more to answer questions about language and
vocabulary as they arise -- thus the teaching is in response to student generated
needs, a highly effective technique (Di Pietro, 19).
For classes which are less English-intensive and more elementary in nature (the
High School curriculum, for instance), long free-form RPGs of this type may not
be so effectively when conducted in English. The teacher may find it more useful
to make the sessions shorter and to follow Patricia Mugglestone's lead in having
new language items themselves presented as the problems to be solved in the game
(115) -- any students who have seen the final "Grail Scenes" of the popular
film Indiana Jones and the Last Crusade will appreciate that Indy's three
challenges to reach the grail were essentially a vocabulary quiz -- penitent man,
name of God, etc.
CONCLUSIONS
While Role-Playing Games may not be appropriate for all EFL classes, they
certainly have the potential of becoming a very useful addition to many teachers'
arsenals of worthwhile language learning activities for conversation (and
other) classes. It is hoped that more work in this subject might produce even more
beneficial techniques for the classroom teacher and helpful learning aids for the
student.
BIBLIOGRAPHY (SELECTED)
Bryant, William H. "Realistic Activities for the Conversation Class," The French Review, v59(3), Feb. 1986,
347-354.
Dayan, Daniel. "Review Essay: Copyrighted Subcultures," American Journal of Sociology, v91(5), March
1986, 1219-28.
DeRenard, Lisa A., and Linda Mannik Kline. "Alienation and the Game Dungeons and
Dragons," Psychological Reports, v66(3, pt. 2), 1990, 1219-1222.
Diaz-Rico, Lynne. "Story, Skit, and Theater in Whole Language Dramatics," Journal of Creative Behavior,
v26(3), 1992, 199-205).
Di Pietro, Robert J. "The Open-Ended Scenario: A New Approach to Conversation," TESOL Quarterly,
v16(1), March 1982, 15-20.
Jackson, Steve. Fighting Fantasy: The Introductory Role-Playing Game. London: Puffin Books, 1984.
Gygax, Gary. Advanced Dungeons & Dragons: Dungeon Masters Guide. Lake Geneva, WI: TSR, Inc., 1979.
---. Advanced Dungeons & Dragons: Oriental Adventures. Lake Geneva, WI: TSR, Inc., 1985.
---. Advanced Dungeons & Dragons: Players Handbook. Lake Geneva, WI: TSR, Inc., 1978.
Holmes, John Eric. "Confessions of A Dungeon Master," Psychology Today, Nov. 1980, 84-94.
Ladousse, Gillian Porter. Role Play. Oxford English Resource Books for Teachers Series edited by Alan
Maley. Oxford: Oxford University Press, 1987.
Mugglestone, Patricia. "The Primary Curiosity Motive," English Language Teaching Journal, v31(2), 111-116.
Petersen, Sandy. Call of Cthulhu. Albany, CA: Chaosium, Inc., 1989.
Sechi, Stephan Michael, and Jonathan Tweet. Talislanta Guidebook, Third Edition. Renton, WA: Wizards of
the Coast, 1992.
Shaw, David. "Interactive Literature," Whole Earth Review, Winter 1987, 128- 29.
Simon, Armando. "Emotional Stability Pertaining to the Game of Dungeons & Dragons," Psychology in the
Schools, v24, Oct. 1987, 329- 332.
Stratton, Jerry ([email protected]). What Is Role-Playing? Article available via
anonymous FTP from teetot.acusd.edu, 1991.
Swink, David F., and Dale Richard Buchanan. "The Effects of Sociodramatic Goal-Oriented Role Play and
Non-Goal-Oriented Role Play on Locus of Control," Journal of Clinical Psychology, v40(5), Sept. 1984,
1178-1183.
Toles-Patkin, Terri. "Rational Coordination in the Dungeon*," Journal of Popular Culture, v20(1), Summer
1986, 1-14.
TSR Staff. Advanced Dungeons & Dragons, Second Edition: Dungeon Master's Guide. Lake Geneva, WI:
TSR, Inc., 1989.
---. Advanced Dungeons & Dragons, Second Edition: Player's Handbook. Lake Geneva, WI: TSR, Inc.,
1989.
Tucholka, Richard. Fringeworthy: The Game of Interdimensional Adventure. Madison Heights, MI: Tri Tac
Systems, 1992.
Role-play is a valuable teaching and training tool that delivers immense amount of imprinted learning. This learning is retained and recalled better through the role-play experience. While it is evolving as a very effective, interactive teaching and training tool, many feel unprepared and uncomfortable about participating, or using role-play in routine teaching and training.
Role play in a simulation exercise where persons take on assumed roles in order to act out a scenario in a contrived setting. The learners or participants can act out the assigned roles in order to explore the scenario, apply skills (maybe communication, negotiation, debate etc.), experience the scenario from another view point, evoke and understand emotions that maybe alien to them. It helps to make sense of theory and gathers together the concepts into a practical experience.
This deeply rooted in the principles of constructivist teaching.
Role-play is also used a term for gaming, simulation and in couples interaction. In this we are going to talk about role-play as a teaching/training tool.
Learning Pyramid
didactic instruction
Why role-play?
Constructing meaning in a learner is a far better way to make learning memorable than simple transmission. In children the excitement of the role play, the interaction and stimulation to visual, auditory and kinaesthetic styles of learning helps a broad range of learners.
In adults the tool respects their prior knowledge, experience and the reality they bring to a concept. It helps to make the concept being taught to be constructed and then reflected on.
It helps to move beyond any comfort zones and helps bring on attitudinal change through different viewpoints too. It helps to develop all domains of learning, cognitive (knowledge) , psychomotor (skills) and affective ( emotional)
It’s also a lot of fun (trust me) and helps shake off those lecture room cobwebs .
There is plenty of evidence that confirms the retention from participation is far higher than any other modes of learning.
Knowledge, Skills & Attitudes
Garrick- between comedy and tragedy- Joshua Reynolds
Source: wikicommons
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How does role-play work?
The choice of the role-play relies on the learning agenda and has to have clear aims and objectives. There are various ways role-play can work.
a) Observation : learning through observation and reflection happens when a group of learners watch a specifically constructed role-play using actors, simulators or even played by the tutors.
b) Modelling: Helps to learn a concept or an idea through participation. For example children can learn about history and historical figures by acting out scenes. While adults can participate in a constructed scenario- like an angry customer, worried patients etc.
c) Contemplation: It helps to stimulate analysis through exploring complex concepts and debating issues- usually ethical problems where there is no clear right or wrong.
d) Skills development: The participant can practice and develop skills such as breaking bad news, calming down an angry client, negotiating with customers etc.
e)Self-reflection: through participating in role-play the learners are bring many of their hidden attitudes to the surface and it helps them understand their own prejudices biases and assumptions. It helps to see the world through the other persons eyes and understand methods of communicating.
f) Re-enaction: By re-enacting a past experience it helps to bring recall, catharsis and also helps to identify creative solutions to a problem that could have previously difficult due to emotional distress.
Define Roles
Tips for Role-play success
Valentine's Poems #2: Ten Haiku for Love
(click on images for a fuller view) Count my heart beats now Tango steps on aching chest Nights dance on cobbles Hope clings glimmers on Lines of the letter you sent ...
Constructing a role-play
Role-plays can be simple or complex, short or long and can be adapted to suit the needs of what is being taught or explored. If it is a simple skills being practiced we can set the scene quickly and let the participants practice.
The key steps in constructing a role-play are:
a) Define Aims and Objectives (is it to practice skills, explore concepts etc.)
b) Define setting/placement
c) Define clear role descriptors and what they will say (at least an outline)
d) Define time limit
e) Define observer tasks (if any)
f) Define ground rules of safety and feedback
g) Define debrief agenda
h) Define facilitator tasks
Running a role-play
As a teacher/trainer or a facilitator, we need to keep the time (and also prepare to call time out if things get out of hand!) We need to be observant and we need to take notes for feedback. We can ask observers to do the same. The feedback should be objective and based on observed facts.
If it s a group ensure the participants in the role-play are physically separated from the observers and are set close enough to be observed but far enough to give a semblance of a stage.
Be watchful for any participants going off the script and becoming too inventive- this may hijack the agreed agenda and also confuse the other participant(s) this is why very clear descriptors for the role and what the role has to say will be useful.
Feedback and Debrief Principles
It is better to follow the simple rules of feedback- where the participants are asked how it went, what emotions they experienced and one is playing a professional and the other a client – to ask each person’s internal emotions and how the other made them feel. If an assessment then the participant should be able to describe what went well and what didn’t go well. The groups will then give positive and constructive feedback.
It is often useful after debrief to summarise what was gained- by asking each participant for their points learnt or understood. It will be usually quite an assortment of learning points that shows how each role-play can stimulate several strands of learning beyond the original aims and objectives.Debrief needs to be succinct and clear.
It is always better to have an ice-breaker or a chat about an unrelated topic for a few minutes to break people out of role so any negative emotions or aggressions can dissipate. As role-play is very powerful people may end up staying ‘in role’ for a while after causing disruption to the group or the learning task.
Advantages and DisadvantagesAdvantages of Role-Play
Disadvantages
Energising activity / fun to do Participants may be too shy and reluctant
Allows participants to contribute actively (even the quieter ones) Can be threatening to some
It is Time efficient It can become ‘too much fun’ and disrupt the task
Experiential learning is more powerful than instructions. Participants can get too involved and loose objectivity
It delivers complex concepts in a simple manner Participants can overact and show off The observers may not observe well or take notes
Needs little preparation for the teacher/facilitator (unless you want to print out role descriptors) The observers may take ‘sides’ based on their preconceptions
Confucius
How to Create a Personnel Development Plan for performance reviews
Any high performing organisation depends on continually identifying, developing and improving skills, knowledge and behaviours necessary for the individual...
Attitudes, Beliefs and Values
'The power of Knowledge to organise, select, learn and judge comes from values and beliefs as much as, and probably more than, from information and logic' -Thomas Davenport...
And finally...
Role-play is a powerful and effective teaching method for children and adult and can be adapted to deliver any learning objectives from simple to complex concepts. IT really lends well to practice communication skills, debate complex ethical issues or explore attitudes and beliefs. The success lies in the construction and delivery with careful facilitation.
It is a great for teachers and trainers as it is entertaining, more interactive and reduced learner fatigue.
Go on; on give it a try if you haven’t already.
How to Teach Using Interactive Role-Playing Exercises
In general, you as the instructor will want to follow all of the steps listed in How to Teach Using Role-Playing. The following comments are intended to help specifically with individual role-playing exercises.
More about Context and Roles
Since you've got a whole group, possibly the whole class, working on a problem, challenge them! Real geologic and environmental problems, especially the important and controversial ones are complex, without a single, simple answer. In a problem-solving exercise, you can break a complex problem into parts and give each part to different students. For a debate, choose a problem that students can really disagree on. Harwood et al., 2002 recommend that a debate problem "be one that can be viewed from at least four different perspectives."
More about Introducing the Exercise
If the students are engaging in a debate in which they need to decide not only their own arguments but must anticipate those of the other characters, they will need a fair bit of detail about the scenario, even if they are doing their own research. Take care to balance the roles; you don't want to strand one developer in a room full of environmentalists, nor do you want to send a lone oil company representative into a room full of global warming experts. If you have distributed information among students that they will need for problem solving, consider making sure that at least two students have each piece in case one student does not fully participate.
More about Student Preparation and Research
For a problem-solving scenario, you can have students research different aspects of a problem. Alternatively, assign general responsibilities to a team and have them meet in advance and parcel out specific responsibilities among the membership. For a more political debate, recommend editorial sources appropriate to the characters' perspective and advise them also to read editorials of an opposing viewpoint so they'll be prepared for the other sides' arguments.
From the instructor's perspective, preliminary research may be the most important part of the exercise, with a subsequent debate as a reward for good work. If there is preparation outside of class, it should be assessed or students who did not prepare will be unable to play their characters effectively, letting down those students who did prepare. A short position paper outlining the character's arguments, due the day of the debate, is often helpful for enforcing preparation and, to a degree, participation. It is also easier to grade a position paper than performance in a debate.
More about the Role-Play
The role-play is where the preparation finally pays off from the students' perspective, and the students actually get to make something happen, even if it is only a simulation.
If there is to be interaction among the students in character, you need to take the issue of safety very seriously. Blatner, 2002 compares role-playing exercises to lessons involving power tools; if students aren't careful and the instructor isn't watchful, students can get hurt. Feelings can run high during debates and some people don't always restrict themselves to constructive criticism. The instructor needs to enforce strict rules about tolerance and cooperation during interactive role-playing exercises. You can either print them out and distribute them before the exercise or have the students work out their own set during a class discussion. On a less worrisome level, shy students may need extra encouragement and opportunities to participate. A time limit on speaking and a requirement that each participant must speak a certain number of times may help. If need be, make a minimum participation limit part of requirements for a good grade.
Some solutions to problems that come up during interactive role-plays
More about the Concluding Discussion
Discussion is a good place to deal with the more subtle lessons of the exercise. For example, if some characters' goals were achieved and some were not, discuss why, especially if it had nothing to do with how well the student playing the "losing" character had prepared or played that character. For brief role-plays, the students might want to try exchanging roles, especially of opposed characters, and try the scenario once again.
Ground Rules for Interactive Exercises
This page is intended as a handout, or as the basis for a handout, for students about to engage in an interactive role-playing exercise, especially a debate. Instructors may ask students to sign the form before the exercise and to turn it in, posting another copy. Role-Playing
Argue your character's viewpoint as best you can. Don't assume that your opponents personally prefer their main arguments; they're in character too.
Courtesy and Open-mindedness
It's a bad idea to let an in-class debate or argument get heated for several reasons. Your school has rules restricting abusive language, and your instructor will be enforcing them. This is only a simulation; even if it weren't, people are entitled to their opinions and being rude to them won't make your opinions more attractive. You should also avoid dirty rhetorical tricks like interrupting people, speaking for longer than you need to in order to keep your opponents and critics silent, or making ad hominem attacks (against the person instead of against their idea). These tend to be poor substitutes for a carefully researched and well-thought-out argument.
Honesty
Never lie in an interactive exercise. Further, be ready to back up any and all of your claims with evidence. You're simulating an important real-world event, in which experts and representatives who lie would ordinarily damage their careers and harm their causes. If you don't know something, ask around to see if one of your fellow participants does. If not, you'll just have to admit that you don't know. Likewise, if pressed, be truthful about data that undermine your position.
Competence
Careful preparation and examination of your character and of the scientific issue you're approaching will make it less likely to encounter data that weaken your arguments. Logical, well-thought-out arguments are more likely to convince others. While debating, stay on topic and seek a solution that furthers at least some of your character's goals, even if it will require a compromise.
TEACHING ENGLISH THROUGH ROLE PLAY
(PREDAREA LIMBII ENGLEZE UTILIZÂND JOCUL DE ROL)
Role-play is a classroom activity in which learners take on a ‘role’, they play the part of someone else, from a simple discussion between a tourist when asking for directions in a new city or at the airport, to more elaborate conversation about the American Dream or Genetics. Role-play is a useful tool not only for developing language skills, but also for increasing sociocultural knowledge and intercultural awareness.
Depending on how a role-play is designed and set up, it can be used for a wide variety of purposes. Frequently, role plays are used to offer a chance to practice the language of particular situations, but they can also be used to practice particular areas of grammar, sets of vocabulary, functional language and even features of pronunciation. They may not even have a specific language focus and can be used to provide opportunities for students to practice their speaking and listening skills. Role-plays are simple but important way of extending the range of useful practice.

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