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Journal articles on the topic 'Roleplay'

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1

Kasper, Gabriele, and Soo Jung Youn. "Transforming instruction to activity: Roleplay in language assessment." Applied Linguistics Review 9, no. 4 (2018): 589–616. http://dx.doi.org/10.1515/applirev-2017-0020.

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AbstractRoleplay is used as a method for education and training, assessment, and research across a wide range of academic and occupational domains, including applied linguistics. In the assessment of speaking and pragmatic competence, roleplay is used to examine how test takers produce and understand social action-in-interaction and in this way overcomes the problem of “construct under-representation”. Roleplay is also chosen for assessment purposes because it accommodates the opposing needs for authenticity and standardization in the design of assessment instruments. While the research litera
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Atiqah, Atiqah, and Noor Efni Salam. "Fenomena Komunikasi Pemain Roleplay pada Pengguna Akun K-Pop Twitter Kalangan Remaja di Kota Pekanbaru." Jurnal Ilmu Komunikasi 13, no. 1 (2024): 11–25. http://dx.doi.org/10.35967/jkms.v13i1.7546.

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Pemain roleplay pengguna akun K-Pop menjadi yang paling umum saat ini. Penelitian ini bertujuan untuk menganalisis motif pemain roleplay Twitter kalangan remaja di Kota Pekanbaru memilih menggunakan akun K-Pop, makna karakter yang dipilih serta pengalaman komunikasi pemain selama bermain roleplay. Penelitian ini menggunakan metode kualitatif dengan pendekatan fenomenologi. Hasil penelitian menunjukkan motif karena (Because Motive) seperti keinginan mencari teman yang memiliki kesamaan minat yaitu menyukai K-Pop, ingin mengenal idola, serta memudahkan mencari teman dalam bermain roleplay serta
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Amirkhanova, Karina Muratovna, and Natalia Nikolaevna Bobyreva. "Communication in Training Future EFL Teachers: Simulation and Roleplay in the English Classroom." International Journal of Higher Education 9, no. 8 (2020): 7. http://dx.doi.org/10.5430/ijhe.v9n8p7.

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The issue under investigation is topical and significant. Being a communicative language acquisition method, simulation and roleplays develop future teachers' language competencies and pedagogical competence, playing a unique role in forming teacher-student, teacher-parent communication patterns. The article aims at studying the place simulation/roleplay have in this process and its specific features. The authors describe how roleplays and simulations are introduced into the English classroom, examples of supplying study books with roleplay tasks. The methods applied to explore the problem wer
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Agustini, Dina Rahayu. "PENGGUNAAN BAHASA INDONESIA DALAM KOMUNITAS ROLEPLAY DI PLATFORM FACEBOOK." Diksatrasia : Jurnal Ilmiah Pendidikan Bahasa dan Sastra Indonesia 8, no. 2 (2024): 305. http://dx.doi.org/10.25157/diksatrasia.v8i2.15161.

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Penelitian ini berjudul “Penggunaan Bahasa Indonesia dalam Komunitas Roleplay di Platform Facebook”. Rumusan masalah dalam penelitian ini adalah bagaimana penggunaan bahasa Indonesia dalam komunitas roleplay di platfrom Facebook. Tujuan dari penelitian ini adalah untuk mendeskripsikan penggunaan bahasa Indonesia dalam komunitas roleplay di platform Facebook.Metode penelitian yang digunakan adalah metode deskriptif kualitatif. Teknik pengumpulan data yang digunakan adalah teknik studi pustaka, teknik simak catat, dan teknik analisis. Hasil penelitian terhadap penggunaan bahasa Indonesia dalam k
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Wallin, I., and V. Brukas. "Training forestry students for uncertainty and complexity: the development and assessment of a transformative roleplay." International Forestry Review 26, no. 1 (2024): 93–109. http://dx.doi.org/10.1505/146554824838457880.

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Climate change increases the uncertainties associated with the management of forests at the same time as societies seek to intensify the utilization of bio-based resources for climate mitigation. Participatory processes in decision-making are widely acknowledged to be suitable for finding effective and legitimate trade-offs in complex and uncertain situations. Inspired by transformative learning theory, we developed a roleplay within an international forestry master’s program with the aim to train students’ personal skills in preparation for a professional life involving participatory decision
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Falenchia, Merlyn, and Sumardjijati Sumardjijati. "Literasi Digital Remaja dalam Permainan Roleplay di Media Sosial Twitter." JIIP - Jurnal Ilmiah Ilmu Pendidikan 6, no. 6 (2023): 4064–72. http://dx.doi.org/10.54371/jiip.v6i6.1585.

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Pengguna media sosial di Indonesia mengalami peningkatan setiap tahunnya. Hingga Januari 2022, pengguna media sosial di Indonesia mencapai 191,4 juta dan Twitter menempati urutan ke-5 dengan 18,45 juta pengguna (Hootsuite, 2022). Baru-baru ini, kata “roleplay” menjadi trending topic di Twitter berkaitan dengan viralnya kasus kejahatan siber yang melibatkan akun roleplay. Maraknya kasus kekerasan siber merupakan dampak negatif dari adanya perkembangan teknologi informasi dan komunikasi yang tidak diimbangi dengan kemampuan literasi digital. Maka dari itu, setiap pengguna media sosial memerlukan
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Prasetyo, Farizqi Feryadhi, and Vinisa Nurul Aisyah. "Self Presentation of Idol K-Pop Roleplay Account in Twitter." MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi 4, no. 3 (2023): 278–97. http://dx.doi.org/10.46961/mediasi.v4i3.831.

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This study aims to find out how self-presentations are made by users of K-Pop Idol roleplay accounts on Twitter. Roleplay is the activity of someone who assumes himself as another person or in a certain role. This research was conducted concerning the dramaturgical theory of Erving Goffman. This research is a type of descriptive qualitative research. In this study, data were obtained through observation and interviews which were then analyzed using interactive data analysis techniques. The results obtained in this study indicate that the resource person's roleplay account is the front stage wh
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Aldiyah, Windy, and Muhammad Iqbal. "Interaksi Pasangan Sesama Lelaki BxB Dalam Permainan RolePalay Idol K-Pop di Twitter (X)." Journal of Education Religion Humanities and Multidiciplinary 2, no. 2 (2024): 1250–62. https://doi.org/10.57235/jerumi.v2i2.4276.

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Penelitian ini bertujuan untuk menganalisis cara berinteraksi pasangan bxb dalam permainan roleplay yang terdaat di twitter (X) dengan menggunakan teori interaksi simbolik yang dicetuskan oleh George Herbert Mead. Penelitian ini berfokus pada Mengindentifikasi aktivitas-aktivitas yang dilakukan oleh pasangan BxB dalam permainan roleplay yang ada di Twitter (x) dan menganalisis cara pasangan BxB dalam memaknai simbol-simbol yang digunakan sebagai representasi pesan yang di sampaikan oleh para pasangan roleplay. Metode penelitian yang digunakan adalah kualitatif dengan menggunakan pendekatan etn
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Yenisca Juniar and Eni Nuraeni Nugrahawati. "Self Discrepancy pada Roleplayer K-Pop pada Komunitas Entertaiment ‘X’ di Twitter." Jurnal Riset Psikologi 1, no. 1 (2021): 18–25. http://dx.doi.org/10.29313/jrp.v1i1.89.

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Abstract. Roleplay is defined as an activity where someone parodies their idol. A roleplayer plays a character of his own. In this game everyone does not know the real identity of each, so someone must make their own character. In this community there are several players who use male sex characters even though in the real world he is a woman. Most of them are aged 18-24 years with jobs as students and private employees. Roleplayer in this study has been playing in this community for more than five years and the original self is very different from the virtual self. In these conditions, there i
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Nayar, Burna, and Surabhi Koul. "Blended learning in higher education: a transition to experiential classrooms." International Journal of Educational Management 34, no. 9 (2020): 1357–74. http://dx.doi.org/10.1108/ijem-08-2019-0295.

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PurposeThe purpose of this paper is to critically evaluate the learning effectiveness and engagement of blended learning tools in a management course of negotiation skills. The study addresses the dilemma brought to light through literature regarding the learning effectiveness of roleplays as a teaching tool in negotiation training. The study compares the impact of traditional roleplays vis-à-vis roleplays fused with blended tools on learner's performance. The endeavour is to investigate the learning effectiveness of traditional tools (roleplay simulation and lecture) vs blended learning tools
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Winarty, Shenthya, and Ratna Puspita. "Fenomena Jual Beli Username Twitter sebagai Ajang Eksistensi Diri (Studi Fenomenologi Konstruksi Identitas Roleplayer)." Jurnal Mahardika Adiwidia 3, no. 1 (2024): 1–13. http://dx.doi.org/10.36441/mahardikaadiwidi.v3i1.1999.

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Roleplay is a game played on social media where individuals assume the persona of an artist and manage corresponding social media accounts. This activity involves building a social media identity, with many roleplayers attempting to do so optimally, even resorting to buying usernames at relatively high prices for survival. This research adopts a phenomenological approach, employing observational data collection techniques, and participant interviews, and explores the process of buying and selling usernames on Twitter.The results of this study reveal two primary methods for username transaction
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Negara, Irma Manda. "LITERATURE REVIEW: WHY USING ROLEPLAY METHOD IN TEACHING SPEAKING?" Jurnal Ilmiah Spectral 7, no. 1 (2021): 001–10. http://dx.doi.org/10.47255/spectral.v7i1.68.

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The roleplay method is one of the methods proven to improve students' speaking ability. This study aims to provide a more in-depth explanation of the use of the roleplay method in learning English to improve students' speaking skills. This research is a literature study by carrying out stages in the form of searching and finding relevant data, analyzing the data found, and expressing ideas from these findings. This study examines the understanding of the roleplay method, the procedure for implementing the roleplay method, and the impact of the roleplay method, especially in improving students'
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Kluge, David. "Beyond Roleplay: Simulation and RPG for Language Learning." JALT PIE SIG: Mask and Gavel 2, no. 1 (2013): 20–24. http://dx.doi.org/10.37546/jaltsig.pie2.1-3.

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Roleplay is a popular activity that many EFL writers recommend, and many EFL teachers also agree that it has great promise. However, roleplay is not often used in EFL classes for several reasons, among them the spotty success rate of the activity. In addition, even if the roleplay is successful, there are doubts about the language learning that results from the one­off, stand­alone roleplay activity. This paper suggests a possible alternative: simulation/RPG (roleplaying game), sometimes known as live RPG, and gives some indications on how to implement it in the EFL classroom. It gives suggest
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Pratiwi, Andini Putri. "IDENTITAS VIRTUAL PADA ROLEPLAYER DI TWITTER." Prosiding Konferensi Nasional Sosial dan Politik (KONASPOL) 1 (January 24, 2023): 215. http://dx.doi.org/10.32897/konaspol.2023.1.0.2372.

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This research aims to determine the emergence of the roleplay phenomenon that forms a virtual identity in Twitter social media. This brings up character differences in the original identity of the roleplay account owner. The development of increasingly advanced technology shows that everyone can hide their true identity but can still socially interact freely. The method used in this research is a qualitative research with a phenomenological research approach. The technique used in this research is sourced from interviews and documentation. Interviews were conducted with one person and observat
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Zakaria, Mohd Fahimi, and Mohd Adi Amzar Muhammad Nawawi. "Roleplay sebagai aktiviti bahasa dalam pengajaran dan pembelajaran bahasa arab." ATTARBAWIY: Malaysian Online Journal of Education 8, no. 2 (2024): 110–19. https://doi.org/10.53840/attarbawiy.v8i2.244.

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Roleplay merupakan aktiviti bahasa yang mampu membantu meningkatkan kefahaman pelajar dalam proses pengajaran dan pembelajaran (PdP) bahasa Arab di pelbagai peringkat pendidikan sama ada pendidikan rendah, menengah dan tinggi. Aktiviti bahasa seperti Roleplay sesuai bagi pelajar yang bermula dari peringkat asas dan tiada latar belakang pendidikan bahasa kerana melalui Roleplay, pelajar akan diasah dengan kemahiran bertutur (speaking skill) yang merupakan kemahiran bahasa yang penting. Seterusnya Roleplay dapat membantu pelajar untuk bertutur dalam bahasa Arab dengan menggunakan perkataan dan a
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Maulana, Cecep, and Bambang Panca Syahputra. "WRITING DIALOGUE FOR ROLEPLAY." JOURNAL OF SCIENCE AND SOCIAL RESEARCH 6, no. 1 (2023): 196. http://dx.doi.org/10.54314/jssr.v6i1.1189.

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Abstract: This research is based on improving writing skills, especially on how to make dialogues and use role playing in the classroom. The main purpose of this research is to follow up on student understanding in writing dialogue and using role playing for STMIK Royal students, especially the SI 1L class in the 2022/2023 academic year. In STMIK Royal student learning for writing skills, students have problems especially with writing because they are lazy to do this activity. so that lecturers give high attention and motivation and also change good material to them. This research method is cl
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Hidayat, Astra Shada, Jayanti Hemakumari Agnes Silvia, and J. A. Wempi. "Perilaku Konsumtif Subkultur Pemuda Pada Game Grand Theft Auto Roleplay “Executive Roleplay”." WACANA: Jurnal Ilmiah Ilmu Komunikasi 23, no. 2 (2024): 226–40. https://doi.org/10.32509/wacana.v23i2.3708.

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The consumerist behavior among young people, solely aimed at fulfilling desires, is increasingly prevalent, from streaming to playing online games. In the game GTA V Roleplay, there is a donation or sales system involving virtual items designed to enhance the role-playing experience and the sense of reality in the game. Many players spend millions of rupiahs to purchase these virtual items purely for entertainment or to boost their status within the game. This undoubtedly impacts the consumerist influence exerted by these GTA V Roleplay players in pursuit of their satisfaction while playing th
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Astuti, Endang Setiyo. "STUDENTS’ PERCEPTION TOWARD ROLE PLAY ACTIVITY IN THE ESP CLASS ROOM." Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya 23, no. 2 (2017): 29–32. http://dx.doi.org/10.33503/paradigma.v23i2.330.

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Pembelajaran bahasa Inggris yang dikhususkan dalam konteksbidang tertentu dikenal dengan ESP (BahasaInggrisuntuktujuankhusus). Tujuannya adalah untuk mengembangkan potensi linguistic mahasiswa yang membutuhkan pengetahuan bahasa di bidangnya.Sejalan dengan tujuannya, pembelajaran ESP dilakukan dengan mengajarkan keterampilan berbahasa, salah satunya adalah keterampilan berbicara. Penelitian inidilakukan di sebuah Akademi Kebidanan di Malang, yang melaksanakan program ESP bagi mahasiswanya. Dalam proses pembelajarannya, salah satu instruktur menerapkans trategi roleplay karena melihat bahwa str
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Luke, Sara E., Deana Ford, Michelle Vaughn, and Angelica Fulchini-Scruggs. "Using Mixed Reality Simulation and Roleplay to Develop Preservice Teachers’ Metacognitive Awareness." Journal of Technology and Teacher Education 29, no. 3 (2021): 389–413. https://doi.org/10.70725/164279zjkiny.

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Scholars have advocated for practice-based experiences, including high-leverage practices and metacognition, to be incorporated within preservice teacher programs, as they have the most pervasive impact on students’ learning. One way in which teacher preparation programs have incorporated practice-based experiences is through the use of simulations, including mixed reality simulations and roleplay. The purpose of this mixed methods study was to investigate the influence that mixed reality simulations and roleplay had on 14 preservice teachers’ metacognitive awareness. Two groups of preservice
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Yovita, Marcellina, and Mita Aswanti Tjakrawiralaksana. "PENERAPAN INTERVENSI SOCIAL STORY DAN ROLEPLAY UNTUK MENINGKATKAN KOMPETENSI SOSIAL PADA REMAJA DENGAN AUTISM SEPCTRUM DISORDER." JURNAL PSIKOLOGI INSIGHT 5, no. 1 (2021): 1–18. http://dx.doi.org/10.17509/insight.v5i1.34221.

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Abstract This research is aimed to investigate the effect of Social Story intervention combined with roleplay to increase social competence, such as social understanding and social skill on a teenager with Autism Spectrum Disorder (ASD). The design of this research is single subject design, with a 14-year-old teenage boy with ASD as a participant. Social understanding was measured by answers from the participant on social story worksheet, whereas social skill was measured qualitatively observed during roleplay and on natural settings. The results showed that the implementation of Social Story
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Paskaliana, Virginia. "Peta Wisata Sebagai Sarana Role Play." Jurnal Cerdik: Jurnal Pendidikan dan Pengajaran 1, no. 1 (2021): 11–26. http://dx.doi.org/10.21776/ub.jcerdik.2021.001.01.02.

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Keterampilan berbicara pada pelajaran Bahasa Jepang di SMA Negeri 6 Malang perlu mendapat perhatian lebih, karena peserta didik merasa tidak percaya diri dan pasif dalam berbicara. Tujuan penelitian ini adalah untuk meningkatkan keterampilan berbicara Bahasa Jepang siswa SMA Negeri 6 Malang dengan metode roleplay berbantuan peta wisata. Data dikumpulkan dari peserta didik kelas XI Bahasa, dan dianalisis secara deskriptif kualitatif. Hasil penelitian ini adalah: (1) Penggunaan metode roleplay berbantuan peta wisata dapat meningkatkan hasil tes lisan pada siklus pertama dan kedua; (2) respon sis
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Juliarta, I. Made, I. Gede Nika Wirawan, and Komang Astiari. "PELATIHAN BAHASA INGGRIS DENGAN METODE ROLEPLAY." Jurnal Warta Desa (JWD) 5, no. 1 (2023): 25–29. http://dx.doi.org/10.29303/jwd.v5i1.216.

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Pelatihan bahasa Inggris role play ini dilaksanakan di kampus jurusan Keperawatan Poltekkes Denpasar. Pelatihan bahasa Inggris role play ini bertujuan untuk meningkatkan kemampuan Bahasa Inggris dasar bagi mahasiswa keperawatan. Metode pelatihan Bahasa Inggris ini menggunakan metode roleplay. Pelatihan Bahasa Inggris dengan metode role play ini digunakan agar mahasiswa keperawatan bisa melatih kemampuan bahasa Inggris dalam ilmu medis yang akan digunakan dalam dunia kerja ini.Pelatihan bahasa Inggris dengan metode roleplay ini dilaksanakan berkat kerja sama antara prodi bahasa Inggris Universi
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Vanisree, M., KVVN Sai Bhargav, and Divyanshi Ontipuli. "Roleplay: A Tool for Engaging English Language Learners." Integrated Journal for Research in Arts and Humanities 4, no. 3 (2024): 14–17. http://dx.doi.org/10.55544/ijrah.4.3.3.

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This article examines the advantages of incorporating roleplay into academic environments, with a specific emphasis on its ability to improve communication and promote the acquisition of vocabulary among students. The study explores the design concerns and assessment methodologies used in roleplay exercises in academic settings, emphasising their efficacy in fostering critical thinking, argumentation skills, and a profound comprehension of course material. The study investigates the impact of roleplay activities on learners' readiness for real-life business interactions, acquisition of negotia
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Juliarta, I. Made, and I. Gede Nika Wirawan. "Pelatihan Bahasa Inggris Dengan Methode Toastmaster Dan Roleplay." Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat 1, no. 4 (2021): 286–92. http://dx.doi.org/10.25008/altifani.v1i4.171.

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Pelatihan bahasa Inggris ini dilaksanakan di kampus jurusan Keperawatan Poltekkes Denpasar. Adapun tujuan dari pelaksanaan kegiatan pengabmas ini yaitu untuk meningkatkan kemampuan Bahasa Inggris dasar bagi mahasiswa keperawatan. Metode pelatihan Bahasa Inggris ini menggunakan metode toastmaster dan roleplay. Metode pelatihan Bahasa Inggris dengan teknik role play dipilih agar mahasiswa keperawatan bisa melatih kemampuan bahasa Inggris dalam ilmu medis yang akan digunakan dalam dunia kerja ini. Program pelatihan bahasa Inggris dengan metode toastmaster dan roleplay ini dilaksanakan berkat kerj
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Martínez García, Kim. "El desarrollo de la narrativa online en videojuegos." VISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual 16, no. 7 (2024): 157–67. http://dx.doi.org/10.62161/revvisual.v16.5387.

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El Grand Theft Auto (GTA) V Roleplay es una modalidad de su versión online multijugador que transforma la narrativa, la interacción y las mecánicas originales. Se estudian cinco tipos de servidor (Drift, Race, Players Versus Players, Players Versus Environment y Roleplay) para determinar qué posibilidades ofrece cada uno y qué tipo de agencia obtiene el jugador. Cada categoría construye una experiencia diferente mediante la implementación de eventos narrativos, facciones o interacciones sociales. Así se determina que, aunque el GTA Roleplay se hizo popular gracias a los influencers, se sigue d
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Azkia, Hafna Azkia Nur, Revalina Putri Herwanto, and Alvina Anindyta Putri. "Pengaruh Roleplay di Media Sosial Terhadap Perkembangan Kepribadian Remaja." Komunikologi: Jurnal Pengembangan Ilmu Komunikasi dan Sosial 8, no. 1 (2024): 82. http://dx.doi.org/10.30829/komunikologi.v8i1.18544.

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<p><strong>Abstrak</strong></p><p><span>Perkembangan kepribadian remaja di Indonesia mengalami penurunan yang cukup signifikan, sehingga hal ini menjadi masalah yang cukup serius dan perlu diperhatikan. Salah satu penyebab adanya penurunan perkembangan ini disebabkan oleh dampak negatif yang ditimbulkan dari permainan </span><em>Roleplay</em> di media sosial saat ini. Tujuan penelitian ini adalah menganalisa pengaruh <em>Roleplay</em> bagi perkembangan kepribadian remaja serta solusi dari dampak permainan <em>Roleplay</
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Abdullah, Rinzani Nur, and Adi Muhammad Ramadhan. "Analisis Komunikasi Interpersonal Pemain Korean Roleplay di Lingkungan Keluarga." Al-Ittishol: Jurnal Komunikasi dan Penyiaran Islam 5, no. 2 (2024): 171–86. http://dx.doi.org/10.51339/ittishol.v5i2.2194.

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Dalam komunikasi di media sosial yang tidak terikat oleh ruang dan waktu dapat melibatkan pihak yang aktif dalam berkomunikasi. Salah satu media sosial yang paling digemari oleh kalangan remaja saat ini adalah twitter atau yang sekarang dikenal dengan X. X merupakan media sosial yang memungkinkan penggunanya untuk mengirim dan membaca pesan. Dalam media sosial X ini terdapat suatu fenomena yang cukup populer dikalangan remaja penggemar idola K-pop. Fenomena ini dikenal dengan korean roleplay atau bermain peran, fenomena korean roleplay yang populer di media sosial X ini, para pemain menuangkan
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Larocque, Suzanne. "Roleplay: Three Questions and Answers." TESL Canada Journal 3, no. 2 (1986): 80. http://dx.doi.org/10.18806/tesl.v3i2.489.

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Enny Karmin and Cipto Budi Handoyo. "Estetika Table Manner dalam Pendidikan Vokasi Pariwisata: Pendekatan Experiential Roleplay." Journal of Tourism and Economic 8, no. 1 (2025): 82–93. https://doi.org/10.36594/jtec/ma404452.

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Table manner education is a fundamental component of tourism and hospitality education, particularly in shaping students’ interpersonal skills, professionalism, and competitiveness in the global hospitality industry. Since its establishment, Sekolah Tinggi Pariwisata AMPTA Yogyakarta has integrated an experiential learning approach through roleplay (Experiential Roleplay Approach) as part of its formal curriculum for hospitality students in the third semester. Furthermore, prior to formal academic enrollment, students are introduced to formal dining etiquette through industry exposure programs
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Hastuti, Puji, and Fajaria Nur Aini. "METODE BERMAIN PERAN LEBIH EFEKTIF DARI STUDI KASUS UNTUK MENINGKATKAN PERSEPSI MAHASISWA TENTANG KODE ETIK KEBIDANAN." Jurnal Ners 7, no. 1 (2023): 148–51. http://dx.doi.org/10.31004/jn.v7i1.12505.

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Kode etik profesi tenaga kesehatan merupakan suatu pedoman yang menyeluruh dan integrasif tentang sikap dan perilaku yang harus dimiliki seorang tenaga kesehatan. Menjadi penting adanya kajian tentang kode etik ini agar dapat diterapkan oleh tenaga kesehatan yang dihasilkan. Tujuan penelitian mengetahui efektifitas metode studi kasus dan bermain peran terhadap persepsi mahasiswa. Variabel bebas dalam penelitian ini adalah studi kasus dan bermain peran. Variabel terikatnya adalah persepsi mahasiswa tentang kode etik. .Hipotesis penelitian ini ada perbedaan efektifitas metode studi kasus dan ber
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CRAIG, R. J., and A. J. GREINKE. "ACCOUNTING HISTORY AND GOVERNMENTAL INQUIRIES: AN EXPERIMENT IN ADVERSARIAL ROLEPLAY." Accounting Historians Journal 21, no. 2 (1994): 117–34. http://dx.doi.org/10.2308/0148-4184.21.2.117.

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Governmental inquiries where accounting is a central focus are a rich resource for injecting much needed historical content into accounting courses in higher education. An adversarial roleplay recreated a Wage Stabilization Board hearing in Washington, D.C. which, in 1952, led to President Truman's seizure of the American steel industry and ultimately to a constitutional crisis. The roleplay centered on the accounting issues debated by that Board in response to a highly provocative submission by W. A. Paton on behalf of the steel industry. The roleplay revealed strong support for recourse to s
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Amir, Mochamad Abdul Azis, Ananda Rachmaniar, Hendri Rismayadi, and Andre Julius. "IMPROVING STUDENTS’ ACHIEVEMENT MOTIVATION THROUGH ROLEPLAY." International Journal of Global Operations Research 1, no. 3 (2020): 96–102. http://dx.doi.org/10.47194/ijgor.v1i3.49.

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The background of the study is the low achievement motivation of the studentsin which they are unable to show their potential optimally. Thisstudy aims to increase the students’achievementmotivation throughroleplay. The study employed a quasi-experimental method with a nonequivalent (pretest and posttest) control group design. The participants of the study were the grade X students ofSMAN 6 Bandung in academic year 2019/2020. The result shows that students’ achievement motivation is increased through role play. Role playtechniqueis able to provide changes in the students’ attitudes which are s
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Marianne. "Roleplay et troll sur le net." Revue internationale de psychosociologie XIII, no. 30 (2007): 259. http://dx.doi.org/10.3917/rips.030.0259.

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McLaughlan, R. G., and D. Kirkpatrick. "Online roleplay: design for active learning." European Journal of Engineering Education 29, no. 4 (2004): 477–90. http://dx.doi.org/10.1080/03043790410001716293.

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Maulidya Aisyah Kusuma Dewi, Indriatie, S.Kp., M.M.Kes., Sari Luthfiyah, S.Kp.,M.Kes., and Dr. Joko Suwito, S.Kp., M.Kes. "Audiovisual and Roleplay Education Improves Hand Washing Knowledge and Skills in School-Age Children." International Journal of Advanced Health Science and Technology 5, no. 3 (2025): 140–48. https://doi.org/10.35882/ijahst.v5i3.460.

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Hand washing with soap is essential in preventing infections among school-aged children. Engaging educational methods such as audiovisual media and roleplay can improve children's knowledge and skills in proper hand hygiene. This study aimed to compare the effectiveness of audiovisual and roleplay-based education on hand washing knowledge and skills. A quasi-experimental design with a two-group pre-test post-test was conducted on 48 students at MINU Lumpur Gresik, selected by simple random sampling. Results showed significant improvement in both groups after the intervention (p < 0.05). Aud
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Zam Zam Jamaludin, Alfi Fahimiah, Dea Silviani, Nisna Nursarofah, and Pidi Mohamad Setiadi. "PENGEMBANGAN METODE ROLEPLAY MELALUI FRAMEWORK MERDEKA BELAJAR SEBAGAI UPAYA UNTUK MENINGKATKAN KEMANDIRIAN BELAJAR SISWA." Jurnal Cakrawala Pendas 8, no. 3 (2022): 648–60. http://dx.doi.org/10.31949/jcp.v8i3.2352.

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Penelitian ini dilatarbelakangi karena siswa kurang memiliki kemandirian dalam belajar akibat pembelajaran daring saat pandemi Covid-19. Tujuan penelitian ini untuk menghasilkan metode roleplay melalui Framework Merdeka Belajar sebagai upaya untuk meningkatkan kemandirian siswa dalam belajar. Penelitian ini dilakukan dengan model pengembangan Reeves yaitu: 1) identifikasi dan analisis masalah oleh peneliti dan praktisi secara kolaboratif; 2) mengembangkan solusi yang didasarkan pada patokan teori, design principle, yang ada dan inovasi teknologi; 3) melakukan proses berulang untuk menguji dan
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Ridayani, Ridayani, and M. Bambang Purwanto. "Enhancing Speaking Skills Through Role Play and Multimedia Technology." Refleksi: Jurnal Penelitian Tindakan 2, no. 2 (2024): 33–43. http://dx.doi.org/10.70437/refleksi.v2i2.413.

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This study explores and evaluates the effectiveness of integrating roleplay methods and multimedia technology in improving students' English-speaking skills in the hospitality industry. Using an action research approach, this study was conducted among third-semester by totalling sampling 30 students majoring in travel business at Prasetiya Mandiri Polytechnic Bogor. This research method includes three cycles of action: planning, action, observation, and reflection. In the planning stage, roleplay scenarios relevant to real situations in the hospitality industry are designed and combined with m
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Hamid, Syifa Fadhilah, Agus Mulyana, and Muhammad Tegar Pambudi. "ENHANCING ELEVENTH GRADE STUDENTS' SPEAKING SKILLS THROUGH ROLEPLAY IMPLEMENTATION." Lingua 19, no. 2 (2023): 209–25. http://dx.doi.org/10.34005/lingua.v19i2.3199.

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This research was conducted at SMA Negeri 2 Tangerang Regency to investigate the impact of roleplay on enhancing the speaking skills of 11th-grade students. The study encompassed a population of 72 students from classes 11 MIPA 1 and 11 MIPA 2. Employing a quantitative approach and a quasi-experimental method, data was collected through classroom observations and assessments. The results of this study were analysed using SPSS 22, employing the Wilcoxon model. The analysis demonstrated that the two-tailed Wilcoxon test produced a statistically significant result, with the "assym.sig" value exce
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Lavanya, KM, Lava Kumar Somu, and Sushant Kumar Mishra. "Effectiveness of Scenario-based Roleplay as a Method of Teaching Soft Skills for Undergraduate Medical Students." International Journal of Applied & Basic Medical Research 14, no. 2 (2024): 78–84. http://dx.doi.org/10.4103/ijabmr.ijabmr_431_23.

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Background: Despite the widespread acknowledgment of the need and significance of soft skills (SKs) in health professions education, the subject is not emphasized enough in training students. These skills can be taught to undergraduates through roleplay. Communication skills and teamwork were taught by scenario-based roleplay and assessed in this study. Objectives: The study aimed to implement scenario-based roleplay as a method of teaching communication skills and teamwork to undergraduate medical students and to assess their perceptions. Methodology: A prospective study was conducted in the
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Martin-Smith, Alistair. "Quantum Drama: Transforming Consciousness Through Narrative and Roleplay." Journal of Educational Thought / Revue de la Pensée Educative 29, no. 1 (2018): 34–44. http://dx.doi.org/10.55016/ojs/jet.v29i1.52376.

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This article argues that through a practical understanding of some aspects of quantum theory, teachers can develop new roleplay and narrative strategies in the classroom. Describing fictional worlds through narrative and exploring virtual worlds through roleplay can transform the child's consciousness. This article considers the value of the metaphor of quantum theory in relation to drama, learning, and self-image. It discusses potential educational implications of quantum theory, such as the opportunity for greater empathy between teachers and children, in terms of their relevance for helping
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Arumi Ribas, Marta, and Mireia Vargas-Urpi. "Strategies in public service interpreting." Interpreting. International Journal of Research and Practice in Interpreting 19, no. 1 (2017): 118–41. http://dx.doi.org/10.1075/intp.19.1.06aru.

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Strategies have been far more widely researched in conference interpreting than in the interactional setting of public service interpreting (PSI), although studies of the latter by Wadensjö and other authors suggest a strategic rationale for certain types of rendition (especially non-renditions). The present article describes an exploratory, qualitative study, based on roleplay, to identify strategies in PSI: the roleplays were designed to incorporate a variety of ‘rich points’, coinciding with peak demands on the interpreter’s problem-solving capacities and therefore particularly relevant to
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Bray, Eric. "Doing role-play successfully in Japanese language classrooms." Language Teacher 34, no. 2 (2010): 13. http://dx.doi.org/10.37546/jalttlt34.2-2.

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Roleplay is a traditional EFL technique included in many books on EFL methodology as well as mass-market English textbooks. However, roleplay can be a challenge in Japanese EFL classrooms, and teachers are often wary of the uncomfortable silence that can result when trying this relatively open-ended activity with students accustomed to teacher-fronted classes and tightly controlled language-practice activities focused on form. In fact, roleplay can be a great tool for language learning and considerable fun for students and the teacher alike if set up and monitored carefully with attention to a
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Meiliana, Rahma, Meilla Dwi Nurmala, and Lenny Wahyuningsih. "Konsep Diri Remaja Pengguna Akun Korean Roleplayer Di Media Sosial Facebook." EDU SOCIATA ( JURNAL PENDIDIKAN SOSIOLOGI ) 7, no. 2 (2024): 764–67. https://doi.org/10.33627/es.v7i2.2996.

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Masa remaja merupakan masa transisi dari masa kanak-kanak menuju masa dewasa yang mana fisik maupun mental remaja mengalami pertumbuhan dan perkembangan. Pada masa-masa transisi ini remaja banyak menemui masalah, terutama yang menyangkut tentang konsep diri. salah satu yang mempengaruhi pembentukan identitas diri remaja adalah role model atau tokoh idola yang dikaguminya. Saat ini banyak remaja yang menyukai artis K-Pop. Remaja penggemar K-Pop ini banyak aktif diberbagai platform seperti Fancafe, Instagram, Twitter, Facebook, dan lain sebagainya. Banyak juga remaja penggemar K-Pop yang memanfa
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Fauzan, Lutfi, Nur Hidayah, Fitri Wahyuni, Husni Hanafi, Rofiqoh Rofiqoh, and Nanda Alfan Kurniawan. "The effect of reverse roleplay training to improve the counselor’s mind skills." Journal of Education and Learning (EduLearn) 17, no. 4 (2023): 491–98. http://dx.doi.org/10.11591/edulearn.v17i4.20752.

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Mind skills become the counselor’s internal competencies that support the counselor’s self-development in providing guidance and counseling services. Mind skills consist of six components that are interrelated and often integrated. The metacognitive thinking process is the key to success in how counselors can manage their thoughts and mental states through these six components. This study examined the success of the reverse roleplay training strategy to improve the counselor’s mind skills. The method was quasi-experimental quantitative with a pretest-posttest design. The subjects of this study
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Ganji, Kiran Kumar, Anil Kumar Nagarajappa, Mohammed G. Sghaireen, et al. "Quantitative Evaluation of Dental Students’ Perceptions of the Roleplay-Video Teaching Modality in Clinical Courses of Dentistry: A Pilot Study." Healthcare 11, no. 5 (2023): 735. http://dx.doi.org/10.3390/healthcare11050735.

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In the modern era of dentistry, role modeling/roleplaying is one of the most prevalent and recommended methods of dental education. Working on video production projects and using student-centred learning also help students create feelings of ownership and self-esteem. This study aimed to compare students’ perceptions of roleplay videos among genders, different disciplines of dentistry, and different levels of dental students. This study included 180 third- and fourth-year dental students registered in courses such as ‘Introduction to Dental Practice’ and ‘Surgical management of oral and maxill
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P. Jaisridhar, P. Jaisridhar, M. Sankar M. Sankar, and P. Velusamy P. Velusamy. "Techniques of Eliciting Data from the Farmers Through Roleplay." International Journal of Scientific Research 2, no. 10 (2012): 1–3. http://dx.doi.org/10.15373/22778179/oct2013/151.

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Nugroho, Farid Setyo. "PENGARUH PENDIDIKAN KESEHATAN DENGAN METODE ROLE PLAY TERHADAP PENGETAHUAN DAN SIKAP SISWA KELAS X." Jurnal Kesehatan 12, no. 1 (2019): 46–55. http://dx.doi.org/10.23917/jk.v12i1.8956.

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Masih tingginya stigma dan diskriminasi terhadap Orang Dengan HIV dan AIDS (ODHA) dan Anak Dengan HIV dan AIDS (ADHA) disebabkan kurangnya pengetahuan dan sikap masyarakat tentang tata cara penularan HIV. Tujuan dalam penelitian ini adalah untuk mengetahui pengaruh pendidikan kesehatan dengan metode roleplay tentang ODHA terhadap pengetahuan dan sikap siswa kelas X. Penelitian ini menggunakan quasi eksperimen dengan Pre dan Post Test.Terdapat pengaruh pendidikan kesehatan dengan metode role play dengan pengetahuan siswa kelas X tentang ODHA dimana p value sebesar 0,000. Terdapat pengaruh pendi
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Ferreira, Emmanoel, and André Bottino. "Marcadores culturais em MMORPGs:." Culturas Midiáticas 20 (December 22, 2023): 156–73. http://dx.doi.org/10.22478/ufpb.2763-9398.2023v20n.67810.

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O objetivo deste trabalho é investigar a presença de marcadores culturais no roleplay, especificamente em MMORPGs, e discuti-los com base na literatura existente. Iniciamos a pesquisa pelos elementos textuais e paratextuais que se relacionam com o jogo, como elementos in-game criados pelos jogadores – cenários, roupas, skins – e elementos off-game, como screenshots e comentários dos jogadores em redes sociais – para assim analisar os desdobramentos de seus usos, intencionais ou não. Tomando como objeto o grupo de Facebook “Final Fantasy – XIV Brasil”, observamos como alguns desses marcadores s
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Ningsih, Ni Kd Juni, I. Wayan Sadyana Sadyana, and Gede Satya Hermawan Satya Hermawan. "IMPLEMENTASI ROLEPLAY DALAM PEMBELAJARAN BAHASA JEPANG OLEH GURU DI SMK NEGERI 1 SINGARAJA." Jurnal Pendidikan Bahasa Jepang Undiksha 5, no. 2 (2019): 89. http://dx.doi.org/10.23887/jpbj.v5i2.19006.

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Penelitian ini bertujuan untuk (i) mengetahui implementasi roleplay dalam pembelajaran bahasa jepang di SMK Negeri 1 Singaraja dan (ii) kendala yang dialami guru dalam pembelajaran bahasa jepang dengan metode roleplay di SMK Negeri 1 Singaraja. Penelitian ini adalah metode penelitian deskriptif kualitatif. Subjek penelitian ini adalah guru bahasa jepang SMK Negeri 1 Singaraja. Teknik pengumpulan data dilaksanakan melalui observasi, wawancara, dan dokumentasi. Teknik analisis data pada penelitian ini dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Berdasarkan analisis
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Pratiwi, Laras Puspa, and Assas Putra. "MOTIF SOSIOGENESIS PASANGAN ROLEPLAY DALAM MEDIA SOSIAL TWITTER." Jurnal Manajemen Komunikasi 2, no. 2 (2019): 127. http://dx.doi.org/10.24198/jmk.v2i2.12932.

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