• Title/Summary/Keyword: Role Playing

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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.

Difficulties of Elementary School Students in the Role-playing Analogy Activity for Concept Learning of Heat Transfer (열전달에 대한 역할놀이 비유활동 구성 및 수행과정에서 초등학생이 겪는 어려움)

  • Chang, Jaechul;Na, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.1063-1073
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    • 2017
  • This study analyzed the difficulties elementary school students have in role-playing analogy activities for concept learning of heat transfer. Eleven fifth graders were given an orientation class on role-playing analogy activity, a class for concept learning of heat transfer as presented in a textbook, and then they performed the role-playing analogy activity with concepts of heat transfer. After the classes, researchers investigated the difficulties students encountered through questionnaires and interviews. The following are results of the research: Difficulties that students faced in role-playing analogy activity can be classified into five types. First, students encountered difficulties in expressing the analogy. The students who had difficulties in expressing the analogy focused on expressions outside the science concepts or lacked understanding of the science concepts. They also had difficulties in expressing the analogy because they lacked the expressiveness of analogy or abilities in mapping errors. They had difficulties in expressing the planned role-playing analogy in a narrow space. Second, students also experienced difficulties in performing activities due to lack of understanding on activities or lack of experience. Third, students experienced difficulties in selecting roles because they preferred the specific role or unwanted the specific roles. Fourth, the members of group experienced difficulties in group activities because they did not concentrate on activities, failed to perform roles, or showed attitudes of an onlooker. Fifth, they experienced difficulties in communications due to unilateral communication, conflicts of opinions, and lack of opinions.

An Analysis of Clerkship Satisfaction in College of Korean Medicine : Focusing on Doctor-patient Role-play and mock CPX (한의과대학 실습 만족도 조사 - 의사-환자 역할극, 모의 CPX를 중심으로 -)

  • Han, Chang-Yi;Kang, Dong-Won;Park, Jung-Gun;Kim, Bong-Hyun;Kim, Kyu-Seok;Kim, Yoon-Bum;Nam, Hae-Jeong
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.33 no.1
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    • pp.12-24
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    • 2020
  • Objectives : The purpose of this study is to find an effective clerkship process for the implementation of participatory clinical practice that is practically applicable to most Colleges of Korean Medicine. Methods : Taking the 4th-grade students of the College of Korean Medicine, Kyung Hee University in 2019 as a subject, we conducted Role-playing and simulated CPX in the department of Ophthalmology, Otolaryngology and Dermatology and conducted a satisfaction survey through a questionnaire. Results : 1. The preliminary expectations for overall practice and Ophthalmology, Otolaryngology and Dermatology practice did not differ significantly. 2. The satisfaction, data adequacy, feedback adequacy, and usefulness of Ophthalmology, Otolaryngology and Dermatology course were 79.4%, 80.8%, 87.6%, and 86.5%, respectively. 3. When comparing the Role-playing of Ophthalmology, Otolaryngology with mock CPX of Dermatology, data relevance level was similar, feedback adequacy level was higher in mock CPX, satisfaction and usefulness level were higher in Role-playing. Conclusion : Comparing Role-playing with the simulated CPX method, Role-playing is a relatively realistic form than the CPX method, and moreover students showed higher satisfaction and usefulness in Role-playing.

A Development and Application of Role-Playing Instruction Model based on Mind Practice for Intensifying Information & Communication Ethics (정보통신윤리 의식 강화를 위한 마음공부기반 역할놀이 수업모형 개발 및 적용)

  • Baek, Hyeon-Gi;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.181-188
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    • 2012
  • In this study, we develop a role-playing instruction model based on mind practice. The proposed model can strengthen the information and communication ethics and enhance the will to act which leads to behavioral changes. It is also designed considering methodological and procedural elements of mind education and the steps of role-playing. It has much importance on having students experience mind practice directly and indirectly through role-playing. Firstly, an instruction model for a role-playing is designed based on other researches and case studies. Secondly, it was applied to students to find out the advantages and improvements and modified the earlier version and then, it was applied to 36 sophomores in J university in J city for five weeks. They are majoring in Education and are taking Instructional method and Instructional technology. To prove the effectiveness of the model, it was also applied 5th year 24 students, 6th year 26 students and 10 teachers in an elementary school. The results show that more than 90% students respond positively about how interesting information and communication ethics after participating in a role-playing instruction model based on mind practice.

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The Effect of Pre-training about Role Behavior on Communication and Evaluation or Clinical Skills (역할행동 사전교육이 의사소통, 진료기술의 평가에 미치는 영향)

  • Kim, Kyung-Soo;Kim, Cheon-Jung;Jeong, Seo-Yun;Kim, Kyeong-Ok
    • Journal of Oriental Neuropsychiatry
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    • v.29 no.4
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    • pp.223-230
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    • 2018
  • Objectives: The objective of this study was to clarify the effect of pre-training about role-behavior on the evaluation of communication and clinical skills in clinical training using role-playing. Methods: This study used data of 116, 4th grader students from Korean Medicak College of Dongshin University in 2016 and 2017. The data was divided into two groups: those who did pre-training about role-behaviors and those who did not. After performing their role-playing, they were asked to fill out questionnaires about 2 categories-communication and evaluation skills-, composed of 10 items each. Results: 1. Through pre-education, communication skills required the form and content of questions and the practice of communicating with patients. 2. Through pre-education, there was the need to practice listening for medical history, diagnosis skills and establishing relationships with patients. 3. Pre-training of communication skills and clinical skills helps to expose the shortcomings of clinical practice. Conclusions: In conclusion, pre-training about role-behaviors can help improve communication skills and clinical skills in clerkship using role-playing.

Utilization of UCC for English Role-playing of Preschoolers (미취학 아동의 영어 역할연기를 위한 UCC 활용의 효과)

  • Eo, Il-Seon;Cho, Sung-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.409-417
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    • 2019
  • Recently, English education of educational institutions is gradually invigorated as the importance of English education for preschooler is increasing. Role-play, in particular, is known as an effective way to learn English for children because it promotes children's interest in language and naturally encounters English-speaking culture. Therefore, in this paper, we tried to find out how to effectively use UCC in role-playing for English education for preschoolers. First of all, questionnaires for pre and post-test were conducted for preschoolers. The results are analyzed by SPSS to find out children's understanding of UCC, interest in English, interest in role-playing, and interest in acting. As a result of the analysis, most children knew UCC well and showed strong interest in watching and producing UCC. Also, the more interested in English and role-playing, the more they wanted to show more advanced English and acting through the feedback of the contents they produced. Therefore, even in preschool children's English education, the development of language and acting can be shown by producing UCC through role-playing under the teacher's control and receiving feedback on it. The results of this study are expected to be effectively used when planning English education through role-playing in daycare centers or kindergartens.

The Influences of the Role-playing Analogy in Chemistry Concept Learning on Mapping Understanding and Mapping Errors (화학 개념학습에서 역할놀이 비유가 대응 관계 이해도 및 대응 오류에 미치는 영향)

  • Kim, Kyung-Sun;Yang, Chan-Ho;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.29 no.8
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    • pp.898-909
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    • 2009
  • In this study, we investigated the influences of the role-playing analogy in chemistry concept learning on mapping understanding and mapping errors by analogical reasoning ability level. Seventh-graders (N=151) at a middle school were assigned to the comparison group and the experimental group. The students of the experimental group were taught with the 'running in the circle' role-playing analogy. After the students were taught about 'the relation between volume and pressure of gas', the test of mapping understanding in the next class and the retention test four weeks later were administered. The students with typical mapping errors were also interviewed to investigate their mapping processes. The results revealed that the role-playing analogy in chemistry concept learning improved mapping understanding and its retention regardless of analogical reasoning ability level. It was also found that the students in the experimental group had fewer mapping errors than those in the comparison group. However, there were similar patterns of mapping errors in both groups, and there were no significant differences in the frequencies of each type of mapping errors by analogical reasoning ability level. Educational implication of these findings are discussed.

A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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Development of Role-Playing Game (RPG) using biometric data (생체 데이터를 활용한 Role-Playing Game (RPG) 개발)

  • Sung-Wook Han ;Myung-Jin Go ;Beom-Jin Ham;Sung-Yong Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.965-966
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    • 2023
  • 본 논문은 사용자의 생체 데이터를 기반으로 하는 Role-Playing Game(RPG)의 개발과정과 특징에 관하여 다룬다. 온라인 게임과 실제 생체데이터를 결합하여 게임 이용을 통한 건강 습관 촉진을 목표로 한다. 사용자의 생체 데이터는 게임 내 캐릭터의 능력치로 환산되며, 게임 플레이를 통해 건강한 생활습관과 운동 동기부여가 이루어진다. 교육과 의료 분야에서의 활용 가능성도 탐색되며, 미래 지향적인 게임의 새로운 방향성을 제시한다.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.