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.
DOCUMENT
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).
DOCUMENT
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.
LINK
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.
MULTIFILE
The planning and design of an inland container terminal is a complex task due to many interrelated design parameters and interdependent stakeholders. Design tools may support the optimization of technical, economic and logistical values, but this optimization is strongly inhibited by conflicting interests, political and environmental boundaries and strategic stakeholder behavior. The main research question in this contribution is: how can visualization-simulation tools be used in an early stage of complex inter-organizational decision-making on infrastructures in such a way that it enhances the quality and progress of this decision-making? A collaborative design environment was developed for the early phase of inter-organizational decision-making. In the gaming-simulation 'containers a drift', a number of public and private stakeholders try to reach initial agreement on an inland container terminal. A team of process-managers facilitate a collaborative design process and set up a number of ground rules for negotiation. A visualization-simulation tool is used to explore the various technical, economic, political and spatial issues. While negotiating on issues such as location and size of the terminal, small groups of stakeholders interactively draw several terminal layouts. Logistical and economic data, e.g., on ships, containers and costs are entered in a database. The terminal's performance and its dynamic behavior is simulated and assessed. The game was played in three sessions with a total number of 77 students. The evaluation results indicate that the various tools are easy to work with, greatly contribute to the quality and process of negotiation and generate mutual understanding.
DOCUMENT
Deze publicatie is als volgt opgebouwd. In hoofdstuk 1 wordt het onderwerp ingeleid en wordt uitgelegd hoe deze publicatie tot stand is gekomen. In hoofdstuk 2 wordt een impressie gegeven van de verschillen en overeenkomsten tussen de ateliers. In hoofdstuk 3 gaat Mathijs Rutten, directeur Facility Management, in op de vraag wat er nodig is om al die ateliers ook echt een plekje te geven in de gebouwen van de hogeschool. Daarna komt in hoofdstuk 4 Siebren Baars aan het woord. Hij is - naast zijn functie als docent-onderzoeker - een ervaren architect die verschillende schoolgebouwen heeft ontwikkeld. Hij gaat in op rol die de fysieke onderwijsomgeving van gebouwen ateliers speelt in het onderwijs. De 31 ateliers zijn beschreven in hoofdstuk 5 en worden voorafgegaan door een inleiding van Frank Scholten. In hoofdstuk 6 beschrijven Roelien Wierda en Ron Barendsen hun ervaringen tijdens de ontwikkeling van het InnovationLab. Tenslotte gaat Gerry Geitz in hoofdstuk 7 in op de relatie tussen ateliers en Design Based Education
DOCUMENT
Both gaming and group (decision) support systems (GDSS) are frequently used to support decision-making and policymaking in multi-actor settings. Despite the fact that there are a number of ways in which gaming and GDSS can be used in a complementary manner, there are only sporadic examples of their combined use. No systematic overview or framework exists in which GDSS are related to the functions of gaming or vice versa. In this article, we examine, why, how and for what purpose GDSS can be used to enrich and improve gaming simulation for decision support, and vice versa. In addition to a review of examples found in the literature, four games are discussed where we combined gaming and GDSS for complex decision-making in a multi actor context: INCODELTA, a game about transportation corridors; INFRASTRATEGO, a game about a liberalizing electricity market; CONTAINERS A DRIFT, a game about the planning of a container terminal, and; DUBES, a game about sustainable urban renewal. Based on the literature and these four experiences, a classification is presented of (at least) four ways in which GDSS and gaming can be used in a complementary or even mutually corrective, manner: the use of GDSS for game design, for game evaluation, for game operation and the use of gaming for research, testing and training of GDSS.
DOCUMENT
In deze rede wil ik ingaan op de paradox van serious games. Over het spel en de knikkers. Het lijkt tegenstrijdig dat je met een spel naast plezier ook serieuze verandering of kennisoverdracht wilt bewerkstelligen. De paradox gaat echter nog een stap verder, want voor wie is het spel eigenlijk en van wie zijn dan de knikkers. In ons vakgebied is de partij die het spel ontwikkelt veelal een andere dan de partij die het spel speelt en zelfs binnen de partij van potentiële spelers wordt er gewezen naar medespelers: “het zou toch zo goed zijn voor de buurman"
DOCUMENT
In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
MULTIFILE
The authors present the design of the shipping simulation SEL and its integration in the MSP Challenge Simulation Platform. This platform is designed to give policymakers and planners insight into the complexity of Maritime Spatial Planning (MSP) and can be used for interactive planning support. It uses advanced game technology to link real geo- and marine data with simulations for ecology, energy and shipping. The shipping sector is an important economic sector with influential stakeholders. SEL calculates the (future) impact of MSP decisions on shipping routes. This is dynamically shown in key performance indicators (e.g. route efficiencies) and visualised in heat maps of ship traffic. SEL uses a heuristic-based graph-searching algorithm to find paths from one port to another during each simulated month. The performance of SEL was tested for three sea basins: the firth of Clyde, Scotland (smallest), North Sea (with limited data) and Baltic Sea regions (largest, with most complete data). The behaviour of the model is stable and valid. SEL takes between 4 and 17 seconds to generate the desired monthly output. Experiences in 20 sessions with 302 planners, stakeholders and students indicate that SEL is a valuable addition to MSP Challenge, and thereby to MSP.
DOCUMENT