A case study and method development research of online simulation gaming to enhance youth care knowlegde exchange. Youth care professionals affirm that the application used has enough relevance as an additional tool for knowledge construction about complex cases. They state that the usability of the application is suitable, however some remarks are given to adapt the virtual environment to the special needs of youth care knowledge exchange. The method of online simulation gaming appears to be useful to improve network competences and to explore the hidden professional capacities of the participant as to the construction of situational cognition, discourse participation and the accountability of intervention choices.
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When it comes to hard to solve problems, the significance of situational knowledge construction and network coordination must not be underrated. Professional deliberation is directed toward understanding, acting and analysis. We need smart and flexible ways to direct systems information from practice to network reflection, and to guide results from network consultation to practice. This article presents a case study proposal, as follow-up to a recent dissertation about online simulation gaming for youth care network exchange (Van Haaster, 2014).
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A building block approach to simulation uses modules that are easily reusable and therefore speed up the simulation process. The authors assume that this approach can enhance complex decision making between stakeholders on infrastructure planning and design. The authors combined insights from process management and a simulation building block approach into an experimental interactive decision-making procedure and developed a simulation building block tool. The authors tested the procedure and the tool in the game CONTAINERS ADRIFT. Evaluation results indicate that the simulation tool is fast and easy to work with and that the combination of simulation building blocks and process management contributes to the quality and process of negotiation and generates mutual understanding.
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Hoofdstuk in Frontiers in Gaming Simulation. Design thinking, design methodology and design science gain much attention in the domain of gaming and simulation and their theories offer parallels to knowledge exchange in youth care services. Design science research covers context independent engineering and constructionist creativity in pursuit of general values and is built on the synthesis of what already exits and of what might be. Design thinking and design methodology address questions that show similarities to youth care problem solving and future scenario development. The core business of youth care workers is to support positive change and to develop beneficial opportunities for child-rearing. Effective knowledge exchange in networks is the key to successful intervention and simulation gaming might help to study its processes and outcomes, however, we need appropriate validation tools and methods. The author argues that the design and analytical sciences complement each other in research of network exchange. Analytical approaches might develop and test theories about knowledge acquisition and transfer, while design approaches could enhance the exchange of situational, interactional, and interventional expertise. This proposition is explored in a multiple case study in which an analysis tool has been used to structure and study knowledge exchange in youth care networks through simulation gaming.
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In this paper, the authors explore the possible contribution of serious games for advanced academic and/or professional learning in particular to support the decision-making andmanagement of complex infrastructures, such as utilities, ports and wind farms. The developments of the computer industry make it more attractive to add computer technology into simulation games to make the results of the game more realistic and so achieve more learning with the participants. In the future this will be more important to make the games still attractive for the players, because they are grown up with computers, e-learning and online communication. An example of a case study of SIM Maas, a simulation game about the development of the Port of Rotterdam (PoR), will be given. This case illustrates the use of computer-based simulation-games for professional learning.
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The use of robots as educational tools provide a stimulating environment for students. Some robotics competitions focus on primary and secondary school aged children, and serve as a motivation factor for students to get involved in educational robotics activities. But, in most competitions students are required to deal with robot design, construction and programming. Although very appealing, many students cannot participate on robotics competitions because they cannot afford robotics kits and their school do not have the necessary equipment. Because of that, several students have no access to educational robotics, especially on developing countries. To minimize this problem and contribute to education equality, we present a proposal for a new league for the robotics competitions: The Junior Soccer Simulation league (JSS). In such a league, students program virtual robots in a similar way that they would program their real ones. Because there is no hardware involved, costs are very low and participants can concentrate on software development and robot's intelligence improvement. Finally, because soccer is the most popular sport in the world, we believe JSS will be a strong motivator for students to get involved with robotics. In this paper we present the simulator that was developed (ROSOS) and discuss some ideas for the adoption of a Junior Soccer Simulation competition.
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Background: Revealing tacit knowledge often is seen as very valuable for organizations, although it is usually challenging to enunciate and share this type of knowledge. Methods: This study uses a participatory design and the application of a board gaming simulation as instruments to extract tacit knowledge. To illustrate this application, the gaming simulation is played with entrepreneurs from horticulture. Horticulture represents a complex social system where tacit knowledge plays a major role in the trade process. A participatory design process is used to explore whether the design and play of gaming simulations enable participants to explicate their tacit knowledge. Participants’ participation in designing the gaming simulation explicated that reconstructing reality was a prerequisite for their commitment. Results: The results from playing simulation sessions show that participants were able to: (1) narrow down the anecdotic behaviour to a few factors; (2) to structure these factors; (3) explore how these factors relate to trade barriers and (4) to explain which tactics are applied to foster trade. Conclusion: The educational value of this study is that it helped entrepreneurs in understanding complex real-life situations.
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While feedback is frequently emphasized as a crucial principle of presentation courses in higher education, previous studies revealed that teachers outperform peers in terms of impact on students’ development of oral presentation competence. Further, presentation research showed that the lack of quality of peer feedback can be considered as an essential argumentation for the identified differences in effect. Follow-up field experiments demonstrated that Virtual Reality (VR) can be considered as a valuable alternative feedback source for developing public speaking skills, since this technology is able to simulate real-life presentation situations as well as to deliver feedback from the VR system to the individual learner. Recent technological developments allowed to convert quantitative information from VR systems into qualitative feedback messages that directly relate to the standards for high-quality feedback. If students are able to individually interpret the feedback messages without the intervention of a human feedback source, it could enrich the quality of feedback in peer and self-learning and further increase students’ oral presentation competence development. This chapter provides a synthesis of the literature in presentation research with the aim to construct a research agenda on computer-mediated feedback in VR for peer learning in this field. Further, two recent VR experiments in presentation research are discussed with the aim to effectively construct feedback messages in VR for improving peer learning.
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The real-time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch-based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given ‘source’ agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real-time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game-like scenarios where the crowd responds to a user-controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non-expert users to easily enrich any agent-based crowd simulation with new agent interactions.
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The aviation industry is a changing industry in which several factors influence the performance of the airport and the network of airports that are interconnected. Business models, technical operations in airspace and in the airfield, societal conditions among others are some of the ones that must be taken into account in order to get a full understanding of the cause-effect relationships that hinder the proper management of the system. In recent times with the evolution of the computer technology and the level of maturity of the algorithms used to simulate and analyse dynamic systems, simulation has gained more importance than before. Simulation approaches emerge as the ones that are able to take into account the stochastic nature of dynamic systems besides all the different factors that impact the systems under study. This is something that traditional analytical approaches could not evaluate and therefore under the constant change of the systems they lack of the proper flexibility to provide timely solutions. However with the popularity that simulation has gained, the different steps and good practices that must be taken into account are commonly forgotten when the simulation model is developed and then the system is analysed; in the particular case of the aviation industry this situation has gained particular importance.The current paper addresses some of the common flaws and pitfalls incurred when simulation is used for analysis of aeronautical systems. Pitfalls’ classification and suggestions for avoiding them are presented. Some flaws are exemplified through cases in which the conclusion from the analysis might differ depending on the angle of the analysis performed with the implications of different economic consequences for the decision makers. The main objective of this paper is that it serves as an eye-opener for a relatively novel researcher or practitioners in the art of simulation. It will serve for avoiding these common flaws when using simulation for addressing aviation problems.
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