Adapting a Face-to-Face Role-
Playing Simulation for Online Play
Nathan Bos and N. Sadat Shami
The rapid acceleration of online course offerings presents a design
challenge for instructors who want to take materials developed for
face-to-face settings and adapt them for asynchronous online usage.
Broadcast lectures are relatively easy to transfer, but adapting content is
harder when classes use small-group discussions, as in role-playing or
negotiation games. To be successful, such environments should address
three interrelated design challenges: (a) sustaining engagement, (b)
promoting content-focused discussion, and (c) promoting
reflection-on-action. This article is a case study of how one interactive
role-playing game, Island Telecom, was adapted for online play. We
describe eight design features, including automated player roles and a
structured team decision-making process, and show how they match with
design challenges. Feedback from a recent run of this game shows that,
although students still prefer to play face-to-face, they now also give
favorable ratings to the online version. Feedback on specific adaptations
is also presented.
Keywords: Online learning; online play; interactive role playing; e-learning
THE CHALLENGES OF SUPPORTING
COLLABORATIVE LEARNING ONLINE
The rapid rise of e-learning presents a huge design challenge. A recent
report estimates that 1.9 million college and graduate students in the United
States took courses online in the fall of 2003 (Allen & Seaman, 2003). Many
more people will take noncredit online courses as part of company-sponsored
training or informal self-study opportunities. During a period when many
other sectors of the online marketplace have experienced slow growth or stag-
ETR&D, Vol. 54, No. 5, pp. 493–521, 2006
© 2006 Association for Educational Communications and Technology. 493