27.06.2013 Views

Volume Two - Academic Conferences

Volume Two - Academic Conferences

Volume Two - Academic Conferences

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Tone Vold<br />

This idea phase was undertaken as a mini-workshop. A workshop is defined as “an educational<br />

seminar or series of meetings emphasizing interaction and exchange of information among a usually<br />

small number of participants” (Farlex 2011). The role playing was conducted using Fronter, and the<br />

debriefing was done as an “After Action Review” (AAR). AAR is a method which gives the researcher<br />

the ability to collate the responses from the participants. Often used in the army, this debrief is for<br />

evaluating performances in an action, identify weaknesses and strengths, and for future action, find<br />

ways to improve on the action (von der Oelsnitz and Busch 2006). The Learning Cycle of an AAR is<br />

depicted in Figure 1.<br />

Reflection on the<br />

experiences from the<br />

last action<br />

Using the plan of<br />

action in the next<br />

action<br />

Documentation and<br />

reworking of a plan of<br />

action with directions<br />

of use and suggestions<br />

for improvement<br />

Figure 1: The learning cycle of an AAR (von der Oelsnitz &Busch, 2006)<br />

The objective for this paper is to investigate the usefulness of Fronter during a role play simulation for<br />

learning purposes. The paper presents the benefits and constraints found during the experiment.<br />

2. Method/data collection<br />

The study is a constructivist inquiry. The data are mainly qualitative and the collection methods<br />

consist of questionnaires (with mainly qualitative questions), interviews, group interviews and field<br />

notes. The interviews and group interviews are recorded for future reference due to the difficulties that<br />

were likely to arise in contacting participants to confirm their responses. The results are discussed<br />

with peers and fellow researchers in order to secure dependability (Guba and Lincoln 1989).<br />

3. Theoretical foundation<br />

Keeping the dialogue from the role play simulation is important for evaluation purposes. The written<br />

dialogue helps in the assessment of how well they have executed the task; how well they have been<br />

able to stick to the script and roles, and how constructively they have solved the problem.<br />

A written input is different from an oral input. While the written word is static, the spoken word is<br />

dynamic. There is more immediacy and less retention in the spoken word, and thereby requiring an<br />

immediate feedback (Ferraro and Palmer 2011). It is easier to be more deliberate and thoughtful<br />

when writing the dialogue (Hoel 2001).<br />

Participant input was required during the creation of the scenario and roles to test whether early<br />

involvement would encourage more participant involvement in experiential learning where there is<br />

difficult or impossible to learn from experience in a work situation. Experiential learning is influenced<br />

by the works of Kurt Lewin, Jean Piaget and John Dewey (Kolb 1984). An important feature that<br />

842

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!