Essays on Teaching Excellence
Toward
the Best in the Academy
A
Publication of The Professional & Organizational Development Network in
Higher Education
Vol.
19, No. 4, 2007-2008
Role-Play:
An Often Misused Active Learning Strategy
Stephanie
Nickerson, Instructional Consultant
Role-play is a special kind of case study, in which there is an
explicit situation established with students playing specific roles,
spontaneously saying and doing what they understand their ÒcharacterÓ would, in
that situation. Role-plays differ from
other case studies in the immediacy of the experience. Students find themselves
in the role-play. In a case study, they read about situations and characters. One of the reasons role-play can work so well is because of
the power of placing oneself in anotherÕs shoes. This provides opportunities
for learning in both the affective domain, where emotions and values are
involved, as well as in the cognitive domain where experiences are analyzed.
Instructors
need to be clear about the learning goals they have for their students, their
own comfort with extensive interaction among students, and their comfort with
much less control than with most other classroom strategies (Bonwell and
Sutherland, 1996). Instructors, as
facilitators, also need to be cognizant of the potential power of studentsÕ
strong emotions. Below are some
uses of role-play that instructors might devise in their classroom:
á
To solve a
problem (e.g., in a public policy
class students play the parts of several stakeholders with distinct goals in a
community board meeting.)
á
To apply
skills (e.g., interviewing clients in social work, medicine, sociology, human
resources; improvising an interaction in a retail store to practice language
learning; taking a patientÕs medical history.)
á
To explore
or change values; to develop empathy; to become aware of oneÕs assumptions
(e.g., students enacting a scenario in which new immigrants have to engage with
a city bureaucracy; students taking the part of a person or character for whom
they have no sympathy; or a situation between people of different cultures or
classes.)
Role-play
is not about acting; it is a technique for learning. For some groups the term Òrole-playingÓ arouses anxiety. In
general, it makes sense not to refer to role-playing or Òacting it outÓ if one
doesnÕt have to. Rather a more useful term might be to ÒpracticeÓ or to say
simply, ÒLetÕs see what it might look like if John Adams and Thomas Jefferson
debated this issue.Ó
Guidelines
A
role-play needs to be set up carefully. If the class has never done one before,
it is wise to start small and give the activity clear structure: It will take
more time to set up than when the class has more experience with role-plays.
Written roles for the players help students understand their character. Each
student receives a copy of his/her role describing specifically what his/her
ÒcharacterÕsÓ goals and intentions are, in order to behave accordingly. Each player sees only a description for
his/her character.
When
first using role-play in a class, it is smart to involve everyone at first, so
no one feels singled out. Instead
of asking for volunteers, divide the whole class into trios, in which two in
each group are players and the third is an observer. Give specific written
guidelines for the observers. For a community board meeting role-play,
involving several different stakeholders, written guidelines might include: 1)
What goals does [characterÕs name] have?, and, 2) List your evidence--what the character says or does. Without specific guidelines, students
wonÕt know what to observe. You will want to focus them on issues related to
your goals for their learning; much of the learning will come from their
feedback and perceptions during the reflection time after the role-play. By
being clear about what students should look for, instructors increase studentsÕ
observation skills and deepen the learning that occurs in the process.
Once
trios have gone through the role-play once, try switching so that the observers
get a chance to experience the role-play and role-players have the chance to
observe. Or ask the trios to talk about what they learned from doing the
exercise, among themselves at first, and then in the large group. When the class is familiar with
role-play, try asking for volunteers to be players and to be observers.
End
the role-play as soon as the learning objective has been met. Some instructors
let role-plays go on too long so ÒactorsÓ can get into their roles. This loses
track of the purpose of the activity.
After the role-play ends, be sensitive to any person who hasnÕt
ÒsucceededÓ in his or her role or who hasnÕt succeeded in getting what he or
she wanted in playing his/her part.
Debriefing
The
debriefing is the most important part of the role-play. This is when the learning
is clarified, confirmed, and solidified. To debrief is to reflect and discuss
as a group what everyone learned in the process of performing the activity.
This requires students to analyze and synthesize the parts of a complex
dynamic. In the debriefing, as facilitator, welcome the discussion of feelings
as well as that of cognitive analysis. Feelings are an inevitable part of
role-play, and the facilitator need only acknowledge them and recognize them as
part of the learning process. Similarly, let the players, rather than the
observers, be the first to critique or discuss their own behaviors and feelings
in the role-play. Doing so allows them to defend against potential or imagined
criticism and to protect their egos. It also helps to have some written and
agreed upon ground rules for feedback to the players, e.g., describe rather
than evaluate; be specific, not general; speak for yourself, not for the
group. Many instructors
vastly underestimate the amount of time needed for debriefing (van Ments,
1999). Some experienced role-play facilitators say that the debriefing should
take three, four or even five times what it takes to do the actual role-play
(Chin, 1983).
Another
kind of role-play takes written form. These are often critical thinking
activities which require students to write papers taking the perspective of
another person, e.g., asking students to imagine what might have motivated an
Ice Age artist to draw a cave picture of a speared animal (Bean, 1996, 127). Bean is an excellent source for
ideas for Òperspective takingÓ activities in different fields. Similarly, one of Angelo and CrossÕs
(1996) classroom assessment techniques is ÒInvented Dialogues,Ó which asks
students to create reasonable written discussions between, for examples--historical
people (Sojourner Truth and Elizabeth Cady Stanton), or between people who
lived at different times (e.g., Henry James and Philip Roth), or simply between
two people who have diametrically opposed views on a particular issue. Such invented dialogues ask students to
be creative, and to integrate and synthesize information, among other cognitive
tasks. The instructor must develop a frame for the role-plays, e.g., who the
two people are, what the situation is, otherwise individual students often
ÒplayÓ both parts. Written
role-plays can be highly involving for students and can tap the creativity of
both students and instructors.
A
third type of role-play takes place online role-playing, which will increase in
prevalence and importance as more instructors understand how to use educational
technology for learning goals. Bender (2003) has used it for literary analysis
and in her ethics courses. She maintains that it has the advantage of
face-to-face role-play without the potential for stage fright. In addition,
when the course is discussion-based and asynchronous, it leaves time for
students to be reflective, which can be a particular benefit of this kind of
role-playing.
Although
role-play is difficult at first and complex, it is worth doing if you are
prepared to use a high impact-learning tool in a careful and caring way. There are many role-playing sites on
the internet and many are educationally focused: (Lebaron & Miller, 2005; Teed,
2006). Instructors who havenÕt
already used role-play in its various forms might want to try something new if
their learning goals and their sense of educational adventure propel them.
Resources
Angelo,
T.A. & R.P. Cross (2nd
Ed., 1993.) Classroom
assessment techniques: A handbook for college teachers. San
Francisco: Jossey-Bass.
Bean,
J. C. (1996). Engaging ideas: The professor's guide to integrating writing,
critical thinking, and active learning in the classroom. San Francisco: Jossey-Bass.
Bender, T., (2003). Discussion-based
on-line teaching to enhance student learning: Theory, practice and assessment. Sterling, VA: Stylus
Bonwell, C.C., &
Sutherland, T. E. (1996). The active learning continuum: Choosing activities to
engage students in the classroom. In T.R. Sutherland & C.C. Bonwell (Eds.) Using
active learning in college classes: A range of options for faculty (pp 3 - 16). New Directions for Teaching and
Learning, 67, San Francisco, CA: Jossey-Bass.
Chin, R.,
(1983). Personal communication.
Lebaron, J.
& D. Miller (2005). The potential of jigsaw role-playing to promote the
social construction of knowledge in an online graduate education course
(abstract).
Teachers College
Record, 107 (8)
1652-1674.
http://www.tcrecord.org
ID Number: 12091, Retrieved 7/23/2007.
Teed, R. (2006).
Teaching entry-level geoscience. Retrieved 7/23/2007 from Science Education Resource Center,
Carleton College. Website:
http://serc.carleton.edu/introgeo/roleplaying/index.html.
van Ments, M. (2nd
Ed., 1999). The Effective Use of Role Play: Practical Techniques for Improving
Learning. London: Kogan Page.
Stephanie Nickerson
(Ph.D., Boston University) is an instructional consultant.
______________________________________________________________
Essays
on Teaching Excellence
Editor: Elizabeth
OÕConnor Chandler, Director
Center for Teaching
& Learning
University of
Chicago
echandle@uchicago.edu
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