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Language teaching is not just about teaching languages, it is also about helping students to
develop themselves as people. Role play is a technique in which students are presented with
a real or artificial environment and they are exposed with some kind of case or situation and they
need to exhibit the same in form of roles. A brief historical sketch of role-play is given in this paper. This paper focuses on the need of role play as an instructive method which serves as a multi-skill developing weapon where the students not only develop a broader perspective about a task
or new role but also the horizon of understanding others behavior resulting into empathy, team
work, better communication, interpersonal skills and management development.
Abstract
Language teaching is not just about teaching languages, it is also about helping students to
develop themselves as people. Role play is a technique in which students are presented with
a real or artificial environment and they are exposed with some kind of case or situation and they
need to exhibit the same in form of roles. A brief historical sketch of role-play is given in this paper. This paper focuses on the need of role play as an instructive method which serves as a multi-skill developing weapon where the students not only develop a broader perspective about a task
or new role but also the horizon of understanding others behavior resulting into empathy, team
work, better communication, interpersonal skills and management development.
Introduction
English becomes the most essential language in the world. Almost all the people from many
different countries around the world use it to communicate. The area of English has always
become a special interest. Among the recent innovations in the field of second language
teaching, task-based language teaching is probably the most promising and productive one, the
one which has drawn much attention from both second language teaching profession and second
English for Specific Purposes.
Role-play is an effective technique to animate the teaching and learning atmosphere, arouse the
interests of learners, and make the language acquisition impressive. Role play is very important
in teaching English because it gives students an opportunity to practice communicating in
different social contexts and in different social roles. In addition, it also allows students to be
creative and to put themselves in another person‟s place for a while. According to Stephen D.
Hattings, the role play would seem to be the ideal activity in which students could use their English creatively and it aims to stimulate a conversation situation in which students might find themselves and give them an opportunity to practice and develop their communication skill.
History of role-play
The idea of play as a medium for instruction can be traced back to the Greeks. Probably
the first role-play session was run when a master teaching a pupil, said to him: „Act as if I am a
customer and you are serving me‟. The pupil played his role. The master played his role as a
would-be-customer. When they discussed their roles afterwards, play was used as method of
instruction (Corsini, Shaw & Blake, 1961). The Viennese psychiatrist Moreno was the first to
examine role-play in a scientific way (Corsini, Shaw & Blake, 1961). Moreno (1946) created the
sociometric measure, a technique that studies interpersonal attraction and group membership in
institutional settings (e.g., reform schools). He used role-play for psychiatric objectives. These
plays are known under the names of psychodrama and sociodrama. In psychodrama, the
enactment and its emotional and behavioral confrontations are the central activity.
Another origin can be found in Germany in the
1920s (Corsini, Shaw & Blake, 1961; Wohlking & Gill, 1980). The educational use of role-play
became more and more widespread. During the 1970s and 1980s the use of role-play increased
even further and role-play is now common-place in university curricula, business, and industrial
training programs.
Reasons for using Role-plays in Class
There are many good reasons for using role-plays in class:
- role-plays help students cope with real-life situations, commonly used expressions, forcing
them to think “on their feet”;
- role-plays help students work together as a team or group, and communicate in order to
understand each other, because role-plays are not simple acts of reading or reproduction
the information from a piece of paper;
- role-plays can be adapted to the needs of the students, they may use specific vocabulary for
specific situations, as learning English is sometimes done for a specific purpose;
- role-plays give learners more responsibility in their learning, encouraging interaction;
- role-plays offer students the chance to evaluate their learning progress and their level of
English.
Role play can improve learners speaking skills in any situation, and helps learners to interact. As
for the shy learners, role play helps by providing a mask, where learners with difficulty in
conversation are liberated. In addition, it is fun and most learners will agree that enjoyment leads
to better learning.
How to teach using Role-play?
· The teacher should prepare the students by asking questions before performing a role
play.
· The questions should incorporate the major parts of the role play and the
vocabulary/idioms involved. After the question answer session the students should be
comfortable with what they need to do.
· Allow the students a few minutes to study the role cards and work out some key
sentences. The teacher can help the students where ever needed.
· Each role play should be performed at least twice with the students changing roles.
· In group situations the stronger students can act out the role play to the whole class.
· The teacher can take one of the roles if needed.
· Avoid making corrections until the role play is finished.
Role-play Cards
Role play cards can be a very useful tool. Role-play cards invite students to assume the role of a
specific person or character and to react to a stimulus or prompt as that person.
Values of Role-plays
Role playing allows people to make mistakes in a nonthreatening environment. They can test
several solutions to very realistic problems, and the application is immediate. It also fulfills some
of the very basic principles of the teaching-learning process such as learner involvement and
intrinsic motivation. A positive climate often results in which one can see himself as others see
him.
The involvement of the role playing participants can create both an emotional and intellectual
attachment to the subject matter at hand. Role playing can often create a sense of community
within the class.
Problems in Role Playing
The major drawback in role playing is the insecurity of class members. Some may react
negatively to participating in a situation which will be discussed and possibly criticized by other
members of the class. And role playing takes time. The class discussion of a five-to-ten-minute
role playing situation may extend to several times the length of the situation itself.
The relationship of the people in the group is a crucial factor in the success of role playing. At
times it may emerge as a negative factor. For example, previous interpersonal difficulties
experienced by group members may arise in class to corrupt the role playing situation. Also, if
the group has people of different status, they may be reluctant to become involved for fear of
being humiliated before the members of the class who are smarter or more popular.
These difficulties with the method are formidable, but they are not insurmountable. Nor are they
so extensive that they should prohibit us from experimenting with role playing. The potential
benefits of the method quickly overbalance the difficulties which seem so apparent in the initial
preparation stages.
The Role of a Teacher
Some of the possible teacher roles are:
Facilitator - students may need new language to be 'fed' in by the teacher. If rehearsal time is
appropriate the feeding in of new language should take place at this stage. As students practice
the role-play they might find that they are stuck for words and phrases. In the practice stage the
teacher has a chance to 'feed-in' the appropriate language. This may need the teacher to act as a
sort of 'walking dictionary', monitoring the class and offering assistance as and when necessary.
Spectator - The teacher watches the role-play and offers comments and advice at the end.
Participant - It is sometimes appropriate to get involved and take part in the role-play yourself.
Error Correction
There are many ways to correct mistakes when using role-play. It is rarely appropriate for the
teacher to jump in and correct every mistake. This could be incredibly de-motivating! Some
students do like to be corrected straight after a role-play activity, while the language is still fresh
in their minds. Sentences with errors can be written on the board for the group to correct
together.
Self-correction - If you have the equipment to record the role-plays either on audiocassette or on
video, students can be given the opportunity to listen to the dialogue again and reflect on the
language used. They may find it easy to spot their own mistakes.
Peer-correction - Fellow students may be able to correct some mistakes made by their peers.
Students could be asked to listen out for both great bits of language they'd like to use themselves,
and some mistakes they hear. Be careful to keep peer-correction a positive and profitable
experience for all involved. Making a note of common mistakes yourself and dealing with them
in future classes ensures that the students don't lose motivation by being corrected on the spot or
straight after the role-play. Negotiate with students and ask them how they would like to be
corrected.
Conclusion
To sum up, incorporating role-play into the classroom adds variety, a change of pace and
opportunities for a lot of language production and also a lot of fun! It can be an integral part of
the class and not a 'one-off' event. It's fun and motivating; quieter students get the chance to
express themselves in a more forthright way; the world of the classroom is broadened to include
the outside world - thus offering a much wider range of language opportunities. In addition to
these reasons, students who will at some point travel to an English speaking country are given a
chance to rehearse their English in a safe environment. Real situations can be created and
students can benefit from the practice. Mistakes can be made with no drastic consequences.
Role-playing can boost self-esteem, increase classroom morale, encourage participation and
create confidence. Children who engage in creative learning learn faster, retain more of what
they learn, and are more prone to apply their learning outside the classroom. The techniques of
role playing afford another approach to involving students in their own learning process toward
the clarification of self concepts, evaluation of behavior, and aligning of that behavior with
reality.
References
1. Richards, Jack C., and Theodore S. Rodgers. 1986. Approaches and methods in
language teaching: a description and analysis. New York: Cambridge University
Press.
2. Feng Liu & Yun Ding, “Role-play in English Language Teaching”, Asian Social Science,
Vol. 5, No.!0, October 2009.
English for Specific Purposes World ISSN 1682-3257 Issue 33, Volume 11, 2011
3. http://serc.carleton.edu/
4. http://www.oppapers.com/
5. http://www.learnenglish.de/
6. http://bible.org/seriespage/
"Role-Playing is getting together with some friends to write a story. It's joining
around a campfire or dining room to spin some tall tales. Role-playing is being
creative and having fun with friends.
In most role-playing games, one person plays the 'referee,' who can be thought
of as the 'Editor' of the story. The Editor will, with input from you if you desire
to give any, describe a world, or setting. You and your friends, as Players, will
take a character and protagonist in this world, and guide your character through
the story that you and your friends are creating."
- Jerry Stratton,
What Is Role-Playing?
As part of our search to find classroom activities which facilitate language learning
and yet provide students the opportunity to creatively use the language in a non-structured way, many English teachers have turned to dialogues, open-ended
scenarios, and role plays. There has of late been a movement towards even more
free form classroom activities which are similar to the more traditional role
plays but which descend more from serious gaming activities than
from improvisational theatre. In this paper, I will discuss the use of Role Playing
Games (RPGs) in theEnglish as a Foreign Language Classroom.
THE NATURE OF RPGS
First, RPGs should be distinguished from Language Role Plays, Classroom
Dramas, and other more commonly employed classroom language learning
exercises which teachers attending the conference may be more familiar
with. RPGs are games played on a tabletop with pencil, paper, dice (often
polyhedral), and a large dose of imagination (unlike the more usual language role
plays which are acted out before a class, these games are non-performance
oriented). Players can be divided into two types: the referee (commonly called a
Game Master or GM) and the players. The GM creates a scenario which he then
sets in motion by explaining the situation to the players who have created Player
Characters (PCs) to interact with one another and theGM's characters (Non-Player
Characters or NPCs) during the game. Following a set of rules or guidelines,
LANGUAGE LEARNING BENEFITS OF RPGS
Role playing has several beneficial language learning characteristics which Gillian
Porter Ladousse has effectively described in her useful introduction to the
topic, Role Play. Many of these characteristics are also present in tabletop RPGs. It
should be noted that role play and RPG activities are not limited to language
practice as language learning certainly is also taking place during the games
(Ladousse, 9). For RPGs to be effective in this way, they should be part of what
Ladousse calls that "category of language learning techniques sometimes referred
to as low input -- high output . . . . the teacher-centered presentation phase of the
lesson is very short" (9). Role-Playing activities offer opportunities for real use of
the language. Although they are more often used in many English for Special
Purposes courses, they can be used with general classes too at any level
(Mugglestone, 115).
There can be two ways of looking at language work in RPGs and similar role plays:
either the students manage with the language they already know or they practice
with structures and functions that have been presented in an earlier part of the
course or lesson (Ladousse, 9). Either way, the students can only benefit from the
experience. William H. Bryant used adventure/survival discussion games similar
to RPGs in his French Conversation classes and found them to be very effective:
One thing for certain, however, is that, used properly, these kinds of activities are
usually very effective in engendering a lot of animated conversation and
communication on the part of the students. The main reason for this is that the
hypothetical situation presented . . . is . . . "emotionally charged." (348)
As outlined in Cardwell's "Role-Playing Games and the Gifted Student," there are
several language and non-language based learning skills developed directly when
students become involved with RPGs. According to Cardwell, these include but
are not limited to Following Directions, Vocabulary, Research, Independent/Self-Directed Study, Planning, Choice/Decision Making, Mental Exercise, Evaluation,
Cooperation/Interaction, Creativity/Imagination, Leadership, Problem Solving,
Critical Thinking, Predicting Consequences, Figural/Spatial Reasoning, Taking
Other Points of View, Asking Questions, Ethics, Prioritizing, Interrelated
Learning, and Continuity of Learning (4-6). There is also some evidence to suggest
that role-playingmethods facilitate attitude change, increase self- concept, and
produce behavioral change (Swink & Buchanan, 1179).
Along with developing language skills and other related skills as noted above,
because RPGs are language-centered communication games, they have a definite
positive effect on student socialization skills which are central to RPGs "where
much of the game depends on a common perception of the information presented
to the players by the [GM]" (Toles-Patkin, 5). One player characterized the games
he most enjoyed playing as having strong social/negotiation elements: "The games
we love have a certain amount of diplomatic negotiation going on. A player tries to
influence the outcome of the game by interacting with other players" (Shaw, 128).
For students who create their own adventures, instead of relying upon published
source material, the act of doing so helps then become better thinkers and writers.
This is because a scenario requires internal logic, a balance that is the very
condition of collective involvement. Sociologist Daniel Dayan characterized the
standards for good RPG campaigns thus: "The fictional background
or universe must be relatively convincing and may call for some amount of
historical validity, but it is defined less in terms of historical realism than by the
consistency of its imagined features" (1222). Similarly, many claim that the game
offers an outlet for those with adventure fantasies of their own and teaches them
about problem-solving, leadership, and survival (Toles-Patkin, 9).
Whether students are playing in scenarios created by their classmates or using pre-generated modules, RPGs have a strong curiosity appeal which Patricia
Mugglestone called the one "primary motive relevant to every teaching-learning
situation, whatever the status of the target language, whatever type of course is
being followed, whatever the learner's nationality, age, and level of language
proficiency, whether he is a volunteer or conscript learner" (112). According to
Mugglestone, "projects appeal to the curiosity motive if their content is interesting
to the learner and if the learner is allowed to develop the project in his own way"
(115). This certainly describes the typical RPG activity.
RPGS IN THE ENGLISH CLASSROOM
At this time, I will briefly summarize some of the ways RPGs have been
effectively employed in language classroom at different levels. The methods
described will primarily be examples from teachers who have used the technique
effectively in their own English classes: as conversational free-form or open-scenario exercises, as an on-going writing exercise or dialogue at varying levels of
difficulty or immediacy, and as other RPG-related writing projects.
As Conversational Free-Form or Open-Scenario Exercises
Robert J. Di Pietro outlines a teaching technique for conversation classes which is
very similar to RPGs in facilitation of language use in his insightful article, "The
Open-Ended Scenario A New Approach to Conversation." RPGs are used as a
basis for class discussion around open scenarios provided by the instructor or
prepared by the students themselves. Since conversations are based upon meted-out
information, Di Pietro cites the educational scenario in which information is gained
through further contact as being superior to more standard role-plays (19) -- this is
how the RPG scenario is constructed. My own use of RPGs at National Chengchi
University in the Republic of China have typically been of the student-centered/student-
For those teachers who prefer not to use fantastic or heroic literature as the models
for their classroom activities, RPGs can be fairly easily adapted to any situation --
including real life. When Scott D. Orr was teaching Czech students in 1990, he
used a Role-Playing Game as a teaching aid. Since it was right after the revolution,
the students were not only very interested in American English, but in American
culture as well. Orr chose not to use a commercial RPG system and simply created
a basic game for the students, requiring them to imagine their own character
types(they played ball players, cowboys, pilots, and detectives). Orr reports that the
activity was very successful not only because it was a tool for learning English, or
just a game, but because the students were able to role-play being members of a
culture they were interested in.
While most have the students create and run their own games, some teachers have
chosen other methodologies for using RPGs in their conversation classes. W. Troy
Tucker employed a science-fiction RPG as a teaching aid while he taught at a
science university in the People's Republic of China. Tucker used the
game Traveller as he felt the students could more readily use the vocabulary of the
sci-fi genre in their professional and academic lives. Now that Tucker has returned
to his home in the U.S., he is once more utilizing a horror RPG, Call of Cthulhu,
to teach Japanese ESL students. Tucker's methodology has been to run the games
with himself as GM and the students becoming as PCs.
While most teachers will use RPGs as small-group exercises, it is possible to use
them as class discussion facilitators. Ken Rolston currently is the editor for one of
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