• 제목/요약/키워드: role playing

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디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구 (A Study on the Classification of Role-playing as a Design Method and Its Utilization)

  • 황가영;연명흠
    • 디자인융복합연구
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    • 제16권3호
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    • pp.51-68
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    • 2017
  • 디자인에 있어서 소비자의 의견과 경험을 중시하는 사용자중심 디자인, 경험디자인이 부각되면서 디자인 개발 과정에 롤플레잉 기법이 적극 활용되고 있는 추세이다. 그러나 이러한 니즈를 충족시켜 주는 롤플레잉 형식의 방법론들은 다양한 이름으로 흩어져 있으며 진행방식이 규정되어 있지 않아 디자인 개발 과정에서 사용하기에 용이하지 않다. 따라서 본 연구에서는 롤플레잉의 개념정의 연구와 실험 연구로 나누어 첫 번째, 개념 정의 연구에서는 정의와 진행방식이 유사한 넓은 범위의 롤플레잉에 해당하는 방법을 모두 찾아 종합하여 롤플레잉의 개념과 범위를 규정하였다. 이후 롤플레잉 방법들의 사례를 분석하여 차이점을 통해 배역·시나리오와 퍼펫 유/무, 두 가지 축을 가진 롤플레잉 분류 매트릭스를 도출하였으며, 매트릭스의 영역별 롤플레잉의 기법의 장단점 분석을 통해 더블 다이아몬드 모델에 대입하여 롤플레잉 활용 영역을 제안하였다. 두 번째, 본 논문의 실험연구 부분에서는 총 두 개의 실험을 진행하였으며 그 중 탐색적 실험으로 진행된 Pilot 롤플레잉을 통해 본 논문의 주제인 롤플레잉 방법의 연구 가능성을 발견하였다. 이후 선행연구를 통해 도출된 매트릭스를 활용하여 롤플레잉 본 실험을 진행하였으며, 롤플레잉의 기법 별로 얻을 수 있는 제품/서비스의 측면과 사용자 인지 요소가 다르다는 사실을 발견하였다. 두 실험을 통하여, 롤플레잉은 제품과 서비스의 개선점과 인사이트를 다양한 시점에서 파악하기에 용이하다는 점을 실증적으로 입증하였으며, 서비스 유형이나 개발 단계에 따라 선택적으로 활용할 수 있는 롤플레잉 활용 기법을 도출하였다.

역할놀이가 아동의 친사회적 행동에 미치는영향(I) (The Effect of Role-playing on Childeren's Pro-social Behavior(I))

  • 이정숙
    • 가정과삶의질연구
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    • 제16권1호
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    • pp.63-80
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    • 1998
  • The purpose of this study is to analyze the effects of unstructured and spontaeous role-playing in pro-social behavior of a child. The experimental group in this study is 7 children who go to after-school class in J. social welfare facility and the controlled group is 7 children in composition class., While the experimental group did role-playing with each other the control group did not have any treatment, In order to find out effects of an experiment pre-test first post-test and second post-test were done. The results can be concluded as following. First in pre-test the degree of behavior resulted the same in experimental group and in controlled group. However in the first post-test the pro-social behavior of the experimental group with role-playing showed an improve than that of the controlled group. Therefore it can be emphasized once more that the role-playing improves pro-social behavior of a child. Second in the second post-test done 2 moth after the role-playing it was found that the pro-social behavior of experimental group keep the improved points as in the first post-test Therefore it can be concluded that the effect of role-playing on pro-social behavior of a child is continuous.

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역할놀이 비유 활동 수업이 초등학생의 과학 학업성취도와 과학탐구능력에 미치는 영향 (The Effect of The Role-Playing Analogy Activity Class on the Academic Achievements and the Science Process Skills of Elementary School Students)

  • 장진화;이형철
    • 대한지구과학교육학회지
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    • 제5권3호
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    • pp.267-275
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    • 2012
  • The purpose of this study is to find out the effect of the role-playing analogy activity-based class on the academic achievement in science and the science process skills of elementary school students. One experimental group and one control group of 4th grade students were selected to perform a prior investigation on the academic achievement in science and the science process skill. Then the experimental group attended science lessons that were based on the role-playing analogy activity and the control group attended the traditional science lessons based on the text book and teacher's guide. After conducting lessons, a post investigation was performed for each group and the results were analyzed to produce the following conclusions. First, the role-playing analogy activity class was more effective to improve students' academic achievements than the traditional science class. And the role-playing analogy activity class was more effective to learners in the high-level group, which made a scores above the average in prior investigation on the academic achievement, whereas it was little effective to those in the low-level group. Second, the role-playing analogy activity class was effective to enhance students' science process skills than the traditional science class. And the role-playing analogy activity class was more effective to the learners' in the high-level group than those in the low-level group.

Role-playing을 적용한 가구 디자인 수업 개발 사례 연구 (Study on Development Process of Furniture Design Class by Applying Role-playing)

  • 인치호
    • 한국가구학회지
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    • 제27권4호
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

형제 놀이 속에서 발현된 '코델리아' 형규의 이성지향자적(異性志向者的) 특성에 관한 질적 연구 (A Qualitative Case Study on the Discrepancy between Children's Gender Schema and Gender Role Acceptability: With a Focus on the Intersexual Role Playing of Two Brothers')

  • 이은지;강현구;박윤현
    • 아동학회지
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    • 제36권4호
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    • pp.33-48
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    • 2015
  • It is generally known that children's development of 'gender schema' and 'gender role stereotype' has a positive relationship with the notion of 'gender role preference'. This study analyzed an unusual case focusing on the role playing of two brothers'. The elder brother, Hyoung-Gyoo, always preferred to take the female role, and he had a preference for feminine names like "Cordelia" whilst engaging in role playing situations. The brothers can be said to have crossed the border into the realm of intersexual role playing. The results revealed Hyoung-Gyoo's clear discrepancy between gender-related perceptions and reality, and showed his younger sibling Je-Gyoo's high level of acceptance towards his brother's extraordinary gender role preference. The results of this study can serve as a useful reference point for detailing unusual development from early childhood regarding 'opposite-gender-role seeking' characteristics.

간호대학생의 SBAR를 이용한 단계별 의사소통 교육프로그램의 효과: 시나리오와 간호사례기반 역할극을 중심으로 (Effect of Stepwise Communication Education Program using SBAR among Nursing Students: Focusing on Scenarios and Nursing Case-based Role Playing)

  • 노윤구;이인숙
    • 한국간호교육학회지
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    • 제24권2호
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    • pp.115-126
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    • 2018
  • Purpose: This study intends to examine the effects of a stepwise communication education program among nursing college students, focusing on scenarios and nursing case-based role playing. Methods: The study design was a one-group repeated measure ANOVA. Participants were 27 nursing students in practice. Students participated in 5-week stepwise communication education program using SBAR; including 1 week of lecture education, 4 weeks of scenarios and nursing case-based role playing. The data were collected at each level of the education process: pre-education, after 1 week of lectures, and after completion of scenarios and nursing case-based role playing. Repeated measures ANOVA was used to determine changes in SBAR technique knowledge and communication self-efficacy. Results: The stepwise communication education program using SBAR was effective in increasing SBAR technique knowledge, and communication self-efficacy. The lecture-based education was effective only in the area of SBAR technique knowledge and its subscale, attitudes towards SBAR. However, scenarios and nursing case-based role playing was broadly effective across communication self-efficacy, SBAR technique knowledge, and its subscale, knowledge of the SBAR. Conclusion: Based on this study, we propose that it is necessary to confirm the effect of long-term SBAR communication education using scenarios and nursing case-based role playing in nursing students' practice.

달의 운동에 대한 역할놀이 학습이 초등예비교사의 개념 변화에 미치는 효과 (The Change of Preservice Teachers놀 Concepts on the Moon놀s Movement through Role Playing)

  • 채동현;최영완
    • 한국초등과학교육학회지:초등과학교육
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    • 제21권2호
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    • pp.253-261
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    • 2002
  • This study is intended to develop the role plays on the moon's movement and to investigate how the preservice elementary teacher's concepts are affected by them. Subjects are 30 preservice elementary teachers. One instrument including 7 items was used for testing the preservice teachers' concepts on the moon's movement. Data were collected before using the role playing and after using them through the tests. As a result, the preservice elementary teachers' concepts on the moon's movement were improved by teaming through the role playing

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정신간호실습교육에서 역할극이 간호대학생의 공감과 의사소통능력에 미치는 효과 (The Effects of Role Playing on Empathy and Communication Competence for Nursing Students in Psychiatric Mental Health Nursing Practicum)

  • 서동희;정인주
    • 한국엔터테인먼트산업학회논문지
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    • 제13권4호
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    • pp.263-270
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    • 2019
  • 본 연구는 정신간호실습교육에 역할극을 적용한 후 간호대학생의 공감과 의사소통능력에 미치는 효과를 검증하기 위해 수행되었다. 본 연구는 비동등성 대조군 전후 설계 유사실험 연구이며 연구의 대상자는 G시 2개 대학교의 간호학과 4학년 학생들 중 이 연구에 참여하기를 수락한 자로서 실험군 29명, 대조군 30명으로, 총 59명이었다. 교육내용은 6회기로 구성되었고, 2018년 2월 25일부터 5월 31일까지 실시되었다. 연구변수는 공감과 의사소통능력으로 자가보고 설문지로 조사되었다. 연구결과 역할극 실시 후 실험군은 공감과 의사소통능력이 대조군에 비해 유의미하게 변화되었다. 이에 역할극은 정신간호실습현장에서 간호대학생의 공감과 의사소통능력을 향상시키는데 유용한 교육 방법으로 생각된다.

역할극의 참여방식에 따른 한의대생의 의사소통 및 진료기술 수준에 대한 연구 (A Study on the Level of Communication and Clinical Skills of Korean Medical Students by the Participatory Method of Role Playing)

  • 김경수;정서윤;김경옥
    • 동의신경정신과학회지
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    • 제30권3호
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    • pp.177-184
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    • 2019
  • Objectives: This purpose of this study was to examine the level of communication and clinical skills of Korean medical students according to the participatory method of role playing during medical education. Methods: A total of 100 fourth grade students from the Korean Medical College of Dongshin University in 2018 and 2019 were divided into two groups: Role players and scenario writers. After performing their role-playing, they were asked to complete questionnaires regarding two categories-communication and clinical skills-, consisting of 10 items. Results: 1. Communication skills were measured at approximately 80% of the expected level, and the level difference was shown in detail. 2. Clinical skills were measured at approximately 75% of the expected level, and the level difference was shown in detail. 3. The level of communication skills and the level of clinical skills according to the participatory method did not differ significantly. Conclusions: Writing scenarios in role playing can be observed as having the same effect on communication and clinical skill levels as acting.

온라인 롤 플레이어의 정보 세계 (The Information Worlds of Online Role-Players)

  • 홀리스터 조나단
    • 한국비블리아학회지
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    • 제31권2호
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    • pp.223-266
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    • 2020
  • 전세계 수백만 명의 이용자가 대규모 멀티 플레이어 온라인 롤 플레잉 게임(MMORPG: Massive Multiplayer Online Role-Playing Games)을 즐긴다. MMORPG 내에서 롤 플레이어(역할 참여자)는 다양한 정보사용과 정보행동에 가담하면서 게임을 탐색하고, 미스터리를 해결하거나, 게임 속 아이템을 만들거나, 괴물이나 보스와의 전투에 참여하며 다른 플레이어와 경쟁하거나 협력한다. 또한, 롤 플레이어는 자신의 캐릭터 정체성을 개발하고 다른 롤 플레이어와 함께 대화형 스토리텔링에 참여한다. 이 연구는 정보세계이론을 통해 롤 플레이어의 사회적 정보 행동을 탐구하고 기술하기 위해, 광범위한 참여자 관찰 데이터, 반구조화 면담 데이터, 위키페이지나 토론게시판의 글과 같은 참여자의 커뮤니티 활동을 보여주는 사회적 데이터를 결합한 민족지학적 접근법을 사용했다. 과학 판타지를 주제로 한 MMORPG인 와일드스타(WildStar)의 롤플레잉 커뮤니티에서 두드러지는 사회적 역할 유형은 게임 속에서 허용되는 캐릭터, 이야기, 캐릭터의 행동 등을 지시하는 사회적 규범과 정보가치와 밀접하게 연관되고 차별화되는 동시에, 그 안에서 게임 속 캐릭터로서와 게임 밖 이용자로서의 정보세계 사이의 경계를 위반하지 않고 롤플레잉을 지속하는 방법들과 관련이 깊었다. 롤 플레이어는 특정한 정보 행동에 가담하며 게임 속 캐릭터와 게임 밖 이용자의 정보세계를 분리해서 유지함으로써, 롤 플레잉 게임을 더욱 참여적이고 몰입적으로 만들었다. 정보세계이론을 활용한 분석의 의미와 롤 플레잉 및 MMORPG을 적용한 디지털 리터러시 교육에 대한 가능성도 논의된다.