[RETRACTED] Towards Designing Technology for Classroom Role-Play

(1) Tashkent State University of Economics
(2) Tashkent State University of Economics

Abstract
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Available online: 19 Febuary 2024
This article has been retracted by ASEAN Journal for Science Education Editorial team, following clear correspondence and confirmation with authors regarding plagiarism (exact replica).
The paper is retracted from 17 April 2024.
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Classroom role-play is an interactive learning technique with a long history of success, but current attempts to augment it with technology are implemented in ways that limit the interactions that make this technique successful. For example, digital role-play games often engage individual students at a computer, rather than creating rich social interactions among students. To design interactions that better support the core aspects of classroom role-play, we conducted interviews with teachers. We also interviewed role-play gamers to discover how traditional RPG techniques and technology can be used to enhance classroom role-play. The purposes of this study were to: (i) explore the reasons instructors choose role-play for learning, such as giving students practice opportunities; (ii) identify barriers to instructors using classroom role-play activities, such as time constraints and student discomfort; (iii) report issues around integrating technology, such as the benefit of reducing cognitive load and the threat of distraction; and (iv) highlight two areas where insights from role-playing games can support the design of effective interactive learning systems for classroom role-play, namely by providing methods for emphasizing group success over individual achievement and by preserving the spirit of the experience
Keywords
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