Role-Playing¶
Element · All elements
Evidence · 7 claims (4 for, 3 mixed) · 7 studies (2 review, 2 qualitative, 1 causal, 1 associational, 1 theoretical),q1–q2· 2 of 7 report an effect size · 7 claims rest on one study
Description¶
Role-playing is the element in which learners adopt roles and act through a scenario, interaction, or decision process from that perspective. It is useful when learning depends on situational judgment, empathy, communication, or applied decision-making.
Design Implications¶
Context¶
Requirements¶
- A role with meaningful constraints or goals
- A scenario that makes the role consequential
Constraints¶
- Shallow roles can turn the activity into performance without reasoning
Target Learning Goals¶
- Support perspective-taking, communication, and situated decision-making.
Affordances¶
Claims¶
- Adult learners expect AI to support transformative and experiential learning through assumption-challenging simulations, role play, and authentic virtual contexts [+W]
- Combining tangible puppets as mediating manipulatives with 3D manipulable animations fostered immediate transfer of imaginary students' perspectives in microteaching role-plays [+W] — attached 2026-10-18 from Sanna Järvelä · Carolyn P. Rosé (2022), which proposed "Combined tangible puppets and 3D manipulable animations as perspective-taking manipulatives for CSCL role-play".
- Tangible puppetry role-play shifted microteaching discourse from formal planned utterances toward informal student voices, and the shift persisted into a subsequent self-performed role-play [+W] — attached 2026-10-18 from Mochizuki et al. (2022), which proposed "Tangible puppetry tabletop role-play system with LED mood indicators and recorded bird's-eye animation".
- Children aged 6–8 combining augmented reality with socio-dramatic play make significant progress toward explicit physics discourse [+W]
- Role-playing in a ship simulator constitutes an activity context whose ephemeral resources can collapse [~W]
- Role framing shifts toward non-use in team contexts, with non-use more than doubling [~W]
- Shifts among self perspectives are locatable moments of learning in which the self develops and expands [~W]
Related Elements¶
Patterns That Use This Element¶
Examples¶
- Learners take stakeholder roles and negotiate a policy or case decision.
- Five characteristics of effective law-related education programs — role-play, simulations and mock trials for civic participation skills
Key Sources¶
- Yardley-Matwiejczuk, K. M. (1997). Role play: Theory and practice. Sage.
Page metadata
| Field | Value |
|---|---|
type |
element |
id |
role-playing |
title |
Role-Playing |
description |
Role-playing is the element in which learners adopt roles and act through a scenario, interaction, or decision process from that perspective. |
status |
review |
canonical |
True |
generated |
by codex/unspecified on 2026-04-08 |
trust |
unverified — no one has confirmed this page's content |
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