Educational Live Action Role-playing Games: A Secondary Literature Review (original) (raw)

The Use of Role–Playing in Learning

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces

The use of Role-Playing is becoming prominent in Serious Games due to its positive effects on learning. In this chapter the author will provide a comprehensive definition of role-playing games, drawing inspiration from the many different definitions provided in the existing literature. Then, will propose a five-dimension taxonomy for Serious Role Playing Games, applying it to a small selection of successful Serious Games in five different domains. An overview of the literature will help the reader understand when Role-Playing should be used, and when it might be useless or detrimental. Finally, a brief analysis will be performed on the reviewed games, in order to point out the correlations among the taxonomy dimensions and the domains of application.

International Journal of Role-playing 6 -- Full Issue -- IJRP

International Journal of Role-Playing

IJRP 6: Special Issue — Role-playing and Simulation in Education Table of Contents Sarah Lynne Bowman, “Editorial” Brodie Atwater, “We Need to Talk: A Literature Review of Debrief” Sarah Lynne Bowman and Andhe Standiford, “Enhancing Healthcare Simulations and Beyond: Immersion Theory and Practice” Gabriel de los Angeles, “Scaffolding Role Playing: An Analysis of Role-playing Interactions with Non Role-players of All Ages” Jason Cox, “Arts-Based Inquiry with Art Educators through American Freeform” J. Tuomas Harviainen, “Physical Presence in Simulation: A Scratch at the Surface of Complexity” Mikael Hellström, “Playing Political Science: Leveraging Game Design in the Post-Secondary Classroom” Josh T. Jordan, “Simulation and Character Ownership in Secondary Dramatic Literature Education” Graham MacLean, “One Way to Create Educational Games” Evan Torner, “Teaching German Literature Through Larp: A Proposition”

Role, play, and games: Comparison between role-playing games and role-play in education

Social Sciences & Humanities Open, 2023

This article compares educational role-play and role-playing games in education by examining their definition, similarities in their elements, differences current use, implication of the elements of educational role-play and role-playing games, along with phenomenon unique to role-playing activities shared by both. This article will also outline how elements of educational role-play and role-playing games can aid in implementation of transformative learning, along with precautions and special attention that must be taken to conduct a role-playing activity in education.

Moving Educational Role-Play Beyond Entertainment

Education in the Knowledge Society, 2010

Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning games more gamish seems to have an inhibiting effect on designing and thinking games beyond mere skill acquisition. By emphasising the role-play based process as a conflictual negotiation between distinctive categories of knowledge, this paper presents the explorative application of knowledge, while framing the facilitation of reflective processes as the key for transcending knowledge from the game’s context to that of the participants. While pointing towards the compatibility issues between current conceptions of learning games and the facilitation of reflective processes, the paper emphasises the need for thinking the learning game as a part of a didactic design, rather than something benefic...

The Impact of Role Playing Perspectives in Educational Games

This is to quantify the validity of role playing perspectives when trying to incorporate game based content for extensive use in classrooms. By comparing and contrasting the role playing level of interest to learning theories a relationship between traditional pedagogy and popular game design elements is formed. This rates the level of player immersion as it applies to the level of content in a game designed specifically as a simulation for education to determine the potentially successful methods of incorporating content and pedagogy in game based offerings.

Black Blizzard - Designing Role-play Simulations for Education

2000

This paper outlines and analyzes some key design issues we encountered in the process of creating an online role-play simulation (RPS) for a course targeting emergency services personnel. Titled "Black Blizzard" the RPS aims to enable an exploration of typical issues and problems that arise in cross and multi-cultural international collaboration. Focusing on the basic structure of games and on

Role-Playing: A Smorgasbord of Learning Types

2015

One tertiary institution sought to research the perceptions that tertiary students have of role-plays as a means of learning. Role-plays were used across a range of disciplines at that institution including: teacher training, business and chemistry. Each of these disciplines used a role-play in their classes and then collected opinions from the students on the usefulness of the activity. It was discovered that students value role-plays as a means to challenge preconceived ideas, encourage creative thinking, assist students in applying theory to practice, make lessons fun and provide active learning experiences that increase student learning and engagement.

International Journal of Role-playing 8 -- Full Issue -- IJRP

2018

The aim of the International Journal of Role-Playing is to act as a hybrid knowledge network, bringing together the varied interests in role-playing from its associated knowledge networks, e.g. academic research, games, creative industries, the arts, and role-playing communities. Editorial Special Issue: Role-playing and Simulation in Education This special issue contains five articles chosen from among those presented at the Role-playing and Simulation in Education Conference at Northeastern University in Boston, MA, on May 17, 2018.

Computer simulation, games, and role-play: Drawing lines of demarcation

2002

The literature around experiential learning is unclear regarding the similarities and differences among simulation, games, and role-play. In order to appropriately evaluate instructional processes, definitional clarity is necessary. In this article, we provide a definitional foundation and classification scheme for the topics of computer simulation, role-play, and games. The educational and training outcomes of each are discussed, providing readers the means to determine for themselves, the pedagogical appropriateness of simulation, games, or role-play to a given situation.