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452 ROLE-PLAYING<br />

have br<strong>ok</strong>en down. Mixon also wrote that when<br />

the experimental situation is confusing, as was the<br />

case in the Milgram study, then some people will<br />

obey and some will defy experimental commands.<br />

We leave readers to compare Mixon’s explanations<br />

with Milgram’s account set out by Brown<br />

and Herrnstein (1975).<br />

In summary, sophisticated role-playing methods<br />

such as those used by Mixon (1974) offer exciting<br />

possibilities to the educational researcher. They<br />

avoid the disadvantages of deception designs yet<br />

are able to incorporate many of the standard<br />

features of experiments such as constructing<br />

experimental conditions across factors of interest<br />

(in the Mixon studies for example, using scripts<br />

that vary the states of given role/rule contexts),<br />

randomly assigning actors to conditions as a<br />

way of randomizing out individual differences,<br />

using repeated-measures designs, and standardizing<br />

scripts and procedures to allow for replication of<br />

studies (Forward et al.1976).<br />

Despite what has just been said about the<br />

possibilities of incorporating experimental roleplaying<br />

methodologies in exploratory rather than<br />

experimental settings, Harré andSecord(1972)<br />

distinguish between ‘exploration’ and ‘experiment’<br />

as follows. Whereas the experiment is employed to<br />

test the authenticity of what is known, exploration<br />

serves quite a different purpose, as here the<br />

scientist, having no clear idea of what may occur,<br />

seeks to find out, i.e. the scientist knows where to<br />

go but not what he or she will find out or what<br />

to expect. The research does not confirm or refute<br />

ahypothesis.<br />

Increasingly, exploratory (as opposed to experimental)<br />

research into human social behaviour is<br />

turning to role-playing methodologies. The reason<br />

is plain enough. Where the primary objective of<br />

such research is the identification and elucidation<br />

of the role/rule frameworks governing social interaction,<br />

informed rather than deceived subjects are<br />

essential if the necessary data on how they genuinely<br />

think and feel are to be made available to<br />

the researcher. Contrast the position of the fully<br />

participating, informed subject in such research<br />

with that of the deceived subject under the more<br />

usual experimental conditions.<br />

It can be argued that many of the more pressing<br />

social problems that society faces today arise<br />

out of our current ignorance of the role/rule<br />

frameworks governing human interactions in<br />

diverse social settings. If this is the case, then<br />

role-playing techniques could offer the possibility<br />

of a greater insight into the natural episodes of<br />

human behaviour that they seek to elucidate<br />

than the burgeoning amount of experimental<br />

data already at hand. The danger may lie in too<br />

much being expected of role-playing as a key to<br />

such knowledge. Ginsburg (1978) offers a timely<br />

warning. Role-playing, he urges, should be seen<br />

as a complement to conventional experiments,<br />

survey research and field observations. That is,<br />

it is an important addition to our investigative<br />

armamentarium, not a replacement.<br />

Role-playing in educational settings<br />

Role-playing, gaming and computer simulation<br />

are three strands of development in simulation<br />

studies. The distinction between these three<br />

types of simulation – role-playing, games and<br />

computers – is by no means clear-cut; for example,<br />

simulation games often contain role-playing<br />

activities and may be designed with computer<br />

back-up services to expedite their procedures<br />

(see Taylor and Walford 1972).<br />

In this section we focus particularly upon roleplaying<br />

aspects of simulation, beginning with<br />

some brief observations on the purposes of roleplaying<br />

in classroom settings and some practical<br />

suggestions directed towards the less experienced<br />

practitioners of role-playing methods. Later in the<br />

chapter we lo<strong>ok</strong> at simulations.<br />

The uses of role-playing<br />

The uses of role-playing are classified by Van<br />

Ments (1978) as follows:<br />

<br />

Developing sensitivity and awareness: the definitions<br />

of positions such as mother, teacher,<br />

police officer and priest, for example, explicitly<br />

or implicitly incorporate various role characteristics<br />

which often lead to the stereotyping

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