Topic: Comparative Study of the Effectiveness of Structured and Unstructed e-role plays in Online Learning.  

Author: Mathias Shalini

Year: 2007-2008

Abstract:
Having read several articles on innovative technology, the researcher had a keen interest in traditional strategies and their adaptations into the online environment. With the possibility of numerous tools coming up day by day to enhance online learning, the researcher decided to analyze a strategy called role-playing that has done wonders in the face to face environment by incorporating it into online learning. By using an emerging synchronous tool like yahoo chat the researcher planned to shift that traditional strategy of role playing into the virtual world and analyze its effectiveness using its structured and unstructured form. A lot of planning and preparation went into building successful e-role play situations. Although studies have been conducted to analyze role-play in an online environment, the researcher was interested in finding out its adaptability in the online course offered by the Department of Educational Technology, S.N.D.T. Juhu, Mumbai (India)

Thus research question thus aimed at understandings which of the two structured and unstructured e-role plays were more effective in online learning? Thus purpose of this study was to answer this precise question. E-role plays are widely being used as a collaborative strategy in distance education.

Objectives of the research were:

  • To design e-role plays.
  • To compare the effectiveness of structured and unstructured e-role plays.
  • To study the opinions of students on the e-role play groups.

The Pre-Experimental Research Method was used for this study. The independent variable of this study was ‘e-role play strategy’ (structured and unstructured) and the dependent variable was ‘Content Mastery’. The sample for this study was the 18 graduate students of Master Degree Program in Educational Technology (MET-CA VIIth batch), Semester II at S.N.D.T University, Juhu. Thus the sample was a purposive sample. The tools for data collection were achievement tests, blue print, opinionnaire and evaluation rubric.

The result of this study suggests that, e-role plays can be conducted successfully in an online synchronous environment. However, extra care has to be taken while planning for the sessions. E-role plays may work better in the smaller group synchronously. E-role plays provide a real world experience that is emotionally safer and low-risk in nature, to those opting to learn through the internet which benefits both learners and the teachers.

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