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454 ROLE-PLAYING<br />

Box 21.3<br />

Critical factors in a role-play: sm<strong>ok</strong>ing and young people<br />

Roles involved:<br />

Critical issues:<br />

Key communication channels:<br />

Young people, parents, teachers, doctors, youth leaders, shopkeeper, cigarette<br />

manufacturer.<br />

Responsibility for health, cost of illness, freedom of action, taxation revenue,<br />

advertising, effects on others.<br />

Advertisements, school contacts, family, friends.<br />

Source:adaptedfromVanMents1983<br />

to write their own. In practice, Van Ments<br />

(1983) observes, most role-plays are written<br />

for specific needs and with the intention of<br />

fitting into a particular course programme.<br />

Existing role-plays can, of course, be adapted by<br />

teachers to their own particular circumstances<br />

and needs. On balance it is probably better<br />

to write the role-play oneself in order to<br />

ensure that the background is familiar to the<br />

intended participants; they can then see its<br />

relevance to the specific problem that concern<br />

them.<br />

Running the role-play<br />

The counsel of perfection is always to pilot test<br />

the role-play material that one is going to use,<br />

preferably with a similar audience. In reality, pilot<br />

testing can be as time-consuming as the play<br />

itself and may therefore be totally impracticable<br />

given timetable pressures. But however difficult<br />

the circumstances, any form of piloting, says Van<br />

Ments (1983), is better than none at all, even if<br />

it is simply a matter of talking procedures through<br />

with one or two colleagues.<br />

Once the materials are prepared, then the roleplay<br />

follows its own sequence: introduction, warmup,<br />

running and ending. One final word of caution.<br />

It is particularly important to time the ending of<br />

the role-play in such a way as to fit into the whole<br />

programme. One method of ensuring this is to<br />

write the mechanism for ending into the role-play<br />

itself. Thus: ‘You must have reached agreement on<br />

all five points before 11.30 a.m. when you have to<br />

attend a meeting of the board of directors.’<br />

Debriefing<br />

Debriefing is more than simply checking that the<br />

right lesson has been learnt and feeding this<br />

information back to the teacher. Rather, Van<br />

Ments (1983) reminds us, it is a two-way process,<br />

during which the consequences of actions arising<br />

in the role-play can be analysed and conclusions<br />

drawn (as in the Milgram experiment). It is<br />

at this point in the role-play sequence when<br />

mistakes and misunderstandings can be rectified.<br />

Most important of all, it is from well-conducted<br />

debriefing sessions that the teacher can draw<br />

out the implications of what the pupils have<br />

been experiencing and can then plan the<br />

continuation of their learning about the topic<br />

at hand.<br />

Follow-up<br />

To conclude, Van Ments (1983) notes the<br />

importance of the follow-up session in the<br />

teacher’s planning of the ways in which the<br />

role-play exercise will lead naturally into the<br />

next learning activity. Thus, when the role-play<br />

session has attempted to teach a skill or rehearse<br />

anovelsituation,thenitmaybelogicaltorepeat<br />

it until the requisite degree of competence has<br />

been reached. Conversely, if the purpose of the<br />

exercise has been to raise questions, then a followup<br />

session should be arranged to answer them.<br />

‘Whatever the objectives of using role-play, one<br />

must always consider the connection between it<br />

and the next learning activity’ (Van Ments 1983).<br />

Above all else, avoid leaving the role-play activity<br />

in a vacuum.

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