THOUGHTS ABOUT EFFECTIVENESS
Quotes from students, transcribed from the interviews, included
many which we needed for improving the interface and debugging
the software; for example the need for a synchronous chat
function in addition to the asynchronous functions, which
Fablusi provides but we had not thought to add to this implementation
of the role-play. Feedback also included the following:
About learning outcomes related to content aspects:
- Interesting to find out about First Fleet as I only vaguely
knew [about it] before.
- Learnt much about history I had already done First
Fleet at primary school and high school and now university
[sigh] but yes I can [now] understand it from their perspective.
- We didnt have this kind of opportunity at high school.
- Great fun, especially for younger people 14-15 years
my brother is currently doing a project on Roman History
at school and this type of thing would be good for him to
use.
- Already covered [First Fleet] at university so could do
one that is more political and current e.g. terrorism.
About learning outcomes related to affective aspects:
- Doing a profile at the beginning is good because it makes
you establish your character and who you are and then how
to approach the rest of the problems.
- My character is a "bad guy" but its because
hes interested in his own survival yes I have
empathy for him.
About organizational aspects:
Probably we needed another week because not enough people
were using it in their own time rather than just in this
class lab.
UNEXPECTED LEARNING OUTCOMES
Several students reported that they now have a better understanding
of discussion forums and email which surprised us as our impression
of most students is that they are very comfortable already
with online technologies. In future evaluations a gender breakdown
of these comments might be useful and a comparison with faculties
other than the Arts Faculty.
HOW LEARNER ENGAGEMENT IS SUPPORTED
A learner is immersed in a role and immersed in a real world
problem to solve and all other learners around them are similarly
immersed. They need to engage with the content in order to
play their role. They are free to portray the role with a
degree of wit, fun, competitiveness and humour which assists
engagement. That the real world tasks can also be the assessment
tasks supports engagement and there is a final reflective
task which engages them in looking not only at the historical
insights but also at their communication and negotiation skills
as well as empathetic emotions.
ACKNOWLEDGEMENT OF LEARNING CONTEXT
Immersion in this early colonial negotiation provides first
hand insight into the development of democratic processes
as well as environmental sustainability and racial issues.
Although the First Fleet context seems white Anglo-saxon there
are in fact roles that raise conflicts that are broader: male
vs female, officer vs marines vs convicts, class structure,
Jews vs Protestants, black vs white plus Aboriginal roles
could be added if the moderator is suitably skilled. The skills
of negotiation and communication should be transferable. The
learning design itself does not explicitly state the above
however it would need to be a key feature of the debriefing.
HOW THE LEARNING DESIGN CHALLENGES LEARNERS
Feedback from other team members, from other students in the
class (in their roles) and from the moderator ensures that
self-questioning is almost automatic in this learning design.
However assessment would still be a key factor in encouraging
students to push themselves.
OPPORTUNITIES FOR PRACTICE
There is no role-play if students are not articulating
and participating. A role-play is only successful if all students
are active. The key to successful role-playing however is
a moderator that assists the students to go beyond mere play-acting
to more sustained deep thinking about the problem and the
role. The moderator cannot be just monitoring from the sidelines
but must be intensively involved in advising roles and in
seeding scenarios to kick-start discussion if it starts to
fizzle.
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