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What is Role-Play

Handbook of Research on Didactic Strategies and Technologies for Education: Incorporating Advancements
A technique used in face-to-face and online teaching. Learners take the role profiles of specific characters in a supportive environment, learning through action.
Published in Chapter:
Integrating the Real and Virtual World for Academic Language Education in Second Life
Carmela Dell’Aria (University of Palermo, Italy)
DOI: 10.4018/978-1-4666-2122-0.ch045
Abstract
This chapter focuses on a Second Language Acquisition (SLA) study conducted in virtual worlds that could help teachers in terms of knowledge about acquisition processes, in which technology is integration between formal and non formal education. The research comprises of two studies strongly focused on the development of Italian oral language proficiency. It was held within Second Life® (SL™)1 in order to explore the affordances of public spaces to enhance Intercultural Communicative Competence (ICC)2 and to stimulate the oral production through learner’s engagement. Since 2007, a new pilot project, Café Italia, was developed by Carmela Dell’Aria (aka Misy Ferraris) in Second Life®. Starting from theory and research (SLA and Linguistics) the project leads to effective language learning practice. As matter of fact, the research moves to analyze learners’ needs, to give a focus for instruction, to adapt technology to their needs through experimentation, and to evaluate the results.
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Leveling Up: Using Motivational Digital Technology to Create Meaningful CLIL Experiences
A type of task in which participants act imitating the character and behavior of someone different. It helps students to apply content in a relevant, real-world context.
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Using the WebQuest Approach to Elicit Student Engagement in a University Course: A Case Study
An instructional approach that involves simulation exercises where learners acquire new knowledge and skills by taking on assumed roles and acting out a scenario either in a real-life setting or a contrived setting.
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The Evolution of Learning and Technological Innovation: Preparing Students for Successful Careers
is a method that allows students to explore various situations by interacting with other people to develop experiences and different strategies in a supported environment. Students might play a role similar to their own experience or the opposite part of the interaction. Both options provide the possibility of learning, encouraging the learner to develop an understanding of the situation.
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Role-Play in Virtual Reality: A Teaching Training Design Case Using OpenSimulator
Act or behave in an identify either as oneself or someone else in given situations that replicating real life scenarios, for example as a technique of training.
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Adaptation of Cognitive Walkthrough in Response to the Mobile Challenge
It is a method used when designing new artifacts in the case where the evaluators do not have a mental model of such a “none existing” device.
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Fostering Pedagogical Innovation in Tourism Education Through Experiential Learning: An Interdisciplinary Toolkit
Within the scope of experiential learning, role plays are activities in which learners take on different roles, assuming a character, personality or function within a group. Participants engaging in these activities are challenged to interact and participate in diverse and complex settings.
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The Four Sources of Self-Efficacy: Implications for BSW Student Readiness for Field Placement
An experiential learning process that demonstrates social work practice skills and behaviors while assuming the role of a social worker.
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Promoting Role-Play Simulation Activities in Science-Based Modules
Changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role.
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