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Table 2 Role-play scenarios 1 and associated design variables

From: Training in crisis communication and volcanic eruption forecasting: design and evaluation of an authentic role-play simulation

Scenarios

Design variables

Students will practice…

Content/Scenarios:

Simple scenarios

Design a simple (usually linear) narrative that aims at accomplishing few, learning goals.

Complex 2 scenarios

Design a complex narrative that aims at many inter-related goals (affective, cognitive and skills-based).

Role/job behaviour

Include scenarios (structured or unstructured) that focus on the need for appropriate/authentic behaviour.

Applied scenarios

Design a narrative with scenarios designed for students to apply familiar cognitive and skills-based knowledge.

New (exploratory) scenarios

Design a narrative that is meant to introduce ideas/concepts/skills/topics to students.

Sensitive/controversial topics

Include scenarios that create conflict or require role-players to explain or defend sensitive topics.

The different sides of a viewpoint

Students are required on more than one role, at different times to see both sides of a perspective.

Ambiguous or ‘scripted’ scenarios

Ambiguity of the information requires (or does not require) students to produce/or imagine the appropriate actions or attitudes.

Un-aided or supportive scenarios

Instructors/participants are asked to support role-players; step-in to help; or leave participants to their own decision-making.

“Best practices”

Include introduction of scenarios to practice specific best practices of discipline-based or transferable skills.

in particular circumstances…

Logistics:

Static (controlled) or dynamic conditions

Outcomes of the role-play are either static (structured, controlled) or dynamic (semi-structured to unstructured or open-ended).

Under time constraints

Time/pace is controlled and allotted to specific tasks (more time, or less time).

No time constraints

Tasks are not allotted time constraints.

‘Stop-and-go’, or continuous conditions

Role play occurs continuously, or is periodically interrupted in order to let players reflect or rest.

Multi - tasking and/or Task delegation

Require players to be presented with several tasks at once, requiring them to multi-task or delegate the task to another player.

Relying on oneself, or others to achieve an outcome

Role-players are set in an independent or dependent (group) scenarios.

Public or private scenarios

Roles are required to play-out scenarios in a (range of) public or in private (one-on-one with instructors, tutors or in pairs).

while playing (in)…

Roles:

‘Real-life’ roles

Include roles in the simulation that values, agenda and responsibilities are realistic.

Themselves

Include roles that purpose is to act out personally-driven agendas, attitudes or emotions.

Real-life’ Role hierarchies

Include roles within an organized structure that is near-real life.

Inter-Role interactions

Include roles and scenarios that focus on informal and formal interactions and behavior.

  1. 1Compiled from Van Ments (1999) and Blake (1987) with additions from the results of this study.
  2. 2Bolded items were identified as being relevant to the design of the Volcanic Hazards Simulation.