The Effects of Classroom Management Efficacy on Interest Development in Guided Role-Playing Simulations for Sustainable Pre-Service Teacher Training
Abstract
1. Introduction
1.1. The Need for Teacher Simulation
1.2. Impact of Proficiency and Interest on Simulation Outcomes
1.3. Research Questions
- Do different efficacy levels (high, middle, low) lead to distinct overall patterns of interest development during the simulation?
- Do efficacy levels differentially affect interest scores at each of the four phases of interest development?
2. Literature Review
2.1. Simulating Classroom Management
2.2. Role-Playing Simulation for Strategic Guidance
2.3. Engagement in Simulation
2.4. Design of Classroom Management Simulations
- Individual Interest I (emerging individual interest) transitions from situational interest to a more personal connection with the topic. The simulation design strategically creates meaningful and relevant connections between the content and the learner, fostering a personal inclination to further engage with the subject matter [65].
- Individual Interest II (well-developed individual interest) represents the culmination of this progression where the interest becomes a stable and enduring part of the individual’s preferences and drives consistent engagement over time. Simulation strategies in this phase involve sophisticated educational techniques, such as project-based learning and personalized tutoring, to deepen understanding and commitment to the topic [57,66,67].
Phase of Interest Development | Situational Interest I (Triggered Situational Interest) | Situational Interest II (Maintained Situational Interest) | Individual Interest I (Emerging Individual Interest) | Individual Interest II (Well-Developed Individual Interest) |
---|---|---|---|---|
Definition | Psychological state resulting from short-term changes in cognitive and affective processing associated with a particular class of content. | Psychological state that involves focused attention to a particular class of content that reoccurs and/or persists over time. | Psychological state involving the beginning of a relatively enduring predisposition to seek re-engagement with a particular class of content over time. | Psychological state involving a relatively enduring predisposition to reengage a particular class of content over time. |
Simulation design | Emotional appeal to users with vivid, visceral, and first-hand experience. Afford users novelty and exploration intention resulting in senses of presence, motivation, interest, or engagement. [55,61,62] | Require users to engage in learning activities continuously. Enhance the positive effect, focused attention, and exploration intention to further fulfill triggered situational interest. [63,64] | Organize the content to create meaningful connections between users and simulation. Present the content/tasks that users find relevant and meaningful to them Reinforce situational interest through new instructional events. [54,65] | Create understanding-conducive environments such as project-based learning, cooperative group work, and one-on-one tutoring [57,66,67]. |
3. Methods
3.1. Participants
3.2. Research Design
3.3. Guided Role-Playing Simulation
- Replay: Participants can observe the virtual student’s behavior and reactions using the replay menu (Figure 1A).
- Sequence: The simulation progresses through six sequences, starting with S (Start) and ending with F (Finish). The entire conversation between the participant and the virtual student follows four steps (indicated by 1, 2, 3, and 4 between S and F). The current sequence is indicated with an orange circle, allowing participants to intuitively see which part of the conversation they are in. For example, the conversation sequence in Figure 1 shows sequence 1 (Figure 1B).
- Virtual student: The virtual students verbally and physically respond to participants’ comments and questions. The virtual student avatar displays authentic student looks and gestures that provide contextual cues for the conversation (Figure 1C).
- Respond: Participants can choose one of the three responses developed based on DeJong et al. [21] and Lewis [68]. In Figure 1, the text in the brown box on the left reflects reward strategies, “You will get a good score if you do the assignment well. Let’s try again.” The text in the blue box in the middle reflects punishment strategies, “You won’t get a good score if you disturb other friends’ studies.” The text in the golden box on the right represents aggressive responses toward the virtual student, “(Yelling) Be quiet and don’t disturb your friends!” (Figure 1D).
- Further information to the response: When the participant selects one of the responses, additional information is provided, explaining the advantages and disadvantages of that response as a classroom management technique. For example, if the reward strategy is chosen, a pop-up message displays the advantages and disadvantages of the selected strategy (advantages: a positive relationship with the student can be maintained by demonstrating trust in the student and providing the student with a sense of purpose for the assignment; disadvantages: this may be ineffective if the student does not value scores since it focuses on student autonomy). This information helps participants reflect on whether their response is appropriate for the given simulated problem (Figure 1E).
3.4. Measures
- Triggered Situational Interest (TSI; 5 items): Focuses on spontaneous focused attention and affective reactions to the materials presented.
- Maintained Situational Interest (MSI; 5 items): Represents how meaningful the materials are and to what extent the triggered interest persisted.
- Individual Interest (EII; 7 items): Characterized by positive feelings, stored knowledge and stored value.
- Well-Developed Individual Interest (WII; 7 items): Indicates long-term stored knowledge and value.
3.5. Procedures
3.6. Reasarch Design and Data Analysis
4. Results
4.1. Effects of Classroom Management Efficacy on Interest Development
4.2. Effects of Classroom Management Efficacy on Interest Among the Four-Phase of Interest Development
5. Discussion and Conclusions
5.1. Classroom Management Efficacy and Interest Development in a Guided Role-Playing Simulation
5.2. Patterns of Interest Development Within a Guided Role-Playing Simulation
5.3. Limitation
5.4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Classroom Management Efficacy | Low (n = 19) | Middle (n = 19) | High (n = 19) | Total (N = 57) | |
---|---|---|---|---|---|
Interest Development | M (SD) | M (SD) | M (SD) | M (SD) | |
TSI | 5.87 (0.75) | 5.78 (0.72) | 6.39 (0.74) | 6.01 (0.77) | |
MSI | 5.80 (0.53) | 5.85 (0.48) | 6.25 (0.59) | 5.97 (0.56) | |
EII | 5.56 (0.62) | 5.53 (0.67) | 6.11 (0.58) | 5.74 (0.67) | |
WII | 5.66 (0.65) | 5.59 (0.34)1 | 6.14 (0.68) | 5.80 (0.62) |
Interest Development | (I) Group | (J) Group | Mean Difference (I-J) | Sig. |
---|---|---|---|---|
TSI | Low | Middle High | 0.095 −0.516 | 0.924 0.107 |
Middle | Low High | −0.095 −0.611 * | 0.924 0.046 | |
High | Low Middle | 0.516 0.611 * | 0.107 0.046 | |
MSI | Low | Middle High | −0.053 −0.453 * | 0.955 0.041 |
Middle | Low High | 0.053 −0.400 | 0.955 0.080 | |
High | Low Middle | 0.453 * 0.400 | 0.041 0.080 | |
EII | Low | Middle High | 0.030 −0.579 * | 0.989 0.022 |
Middle | Low High | 0.549 * 0.579 * | 0.031 0.022 | |
High | Low Middle | 0.549 * 0.579 * | 0.031 0.022 | |
WII | Low | Middle High | 0.069 −0.472 | 0.935 0.051 |
Middle | Low High | 0.069 −0.541 * | 0.935 0.021 | |
High | Low Middle | 0.472 * 0.541 * | 0.051 0.021 |
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Ki, S.; Park, S.; Ryu, J. The Effects of Classroom Management Efficacy on Interest Development in Guided Role-Playing Simulations for Sustainable Pre-Service Teacher Training. Sustainability 2025, 17, 6257. https://doi.org/10.3390/su17146257
Ki S, Park S, Ryu J. The Effects of Classroom Management Efficacy on Interest Development in Guided Role-Playing Simulations for Sustainable Pre-Service Teacher Training. Sustainability. 2025; 17(14):6257. https://doi.org/10.3390/su17146257
Chicago/Turabian StyleKi, Suhyun, Sanghoon Park, and Jeeheon Ryu. 2025. "The Effects of Classroom Management Efficacy on Interest Development in Guided Role-Playing Simulations for Sustainable Pre-Service Teacher Training" Sustainability 17, no. 14: 6257. https://doi.org/10.3390/su17146257
APA StyleKi, S., Park, S., & Ryu, J. (2025). The Effects of Classroom Management Efficacy on Interest Development in Guided Role-Playing Simulations for Sustainable Pre-Service Teacher Training. Sustainability, 17(14), 6257. https://doi.org/10.3390/su17146257