International Simulation and Gaming (ISAGA)

ISAGA2021

52nd Annual Conference 


Webinar – XXIII

Webinar Topic :  “An Online Driver Hazard Perception Training Course: Applying Simulation Fidelity and Games”

Date: June 26, 2021 (Saturday)

Time: 03:00 to 04:05 p. m. (IST)

Registration Link: Coming Soon…

Speaker

Professor Marcus Watson,

Honorary Professor, Faculty of Health and Behavioral Sciences, University of Queensland
Marcus is an Honorary Professor in the Faculty of Health and Behavioral Sciences, at The University of Queensland where he leads research on human factors, education, and design. He has extensive knowledge of simulations and is a national leader in simulation-based research. He has delivered keynotes, plenaries and workshops including simulations development, serious games, online learning, and human factors in healthcare. He has extensive experience as a developer and instructor working with computer-based simulation, high end immersive simulation, serious games, and distributed learning. He has received national awards for innovation based on his work in simulation.

Abstract:

Driving accidents are rare; however, the consequences may be dramatic. Decades of evidence have shown that training the technical skills of driving does not significantly reduce road accidents. What is required is the development of the driver’s situational awareness to predict the future state, based on the comprehension of the observed environment and events. The University of Queensland team has produced an online program that delivers the equivalent of 1000 years of driver experience in 3 hours. Professor Watson will discuss the use of the knowledge elicitation techniques; the fidelity requirements; the application of cognitive learning theory and gamification, which underpin the program. He will also discuss how the choice of simulations methods and gamification motivates learning at the same time as addressing the accessibility of the training at an affordable cost. This will be supported with a synopsis of the empirical findings and discussion on the implication for training.


Webinar – XXII

Webinar Topic :  “Gaming and simulation: Bridging research and teaching for sustainable development”

Date: June 19, 2021 (Saturday)

Time: 03:00 to 04:05 p. m. (IST)

Registration Link: https://forms.gle/9yhxNWenyJCN3jHf9

Speaker

Dr. Pongchai Dumrongrojwatthana, Ph.D.

Department of Biology, Faculty of Science, Chulalongkorn University,
Bangkok, 10330 Thailand (pongchai.d@chula.ac.th; dpongchai@hotmail.com)

Dr. Pongchai Dumrongrojwatthana is a lecturer-researcher at the Department of Biology, Faculty of Science, Chulalongkorn University, Bangkok, Thailand. He is an ecologist. His research fields are Integrated Renewable Resource Management using gaming and simulation and Urban Ecology. He has conducted gaming and simulation sessions with diverse group of stakeholders in several renewable resource issues, such as community forest management in Northern Thailand, blue-swimming crab and by-catch management at Kung Kra Baen Bay, Eastern Thailand, rainfed lowland rice landscape and melaleuca forest management in Southern Thailand, agricultural soil management in many areas in Thailand, adaptive water management in Lao PDR, and wetland management in Mekong region.

Abstract:

Sustainable development, dealing with environment, social and economic aspects, has been increasingly important in university research and academic curriculum. Bridging on-ground research and teaching via learning by doing is important to prepare students to work on sustainable development in the real world. This webinar will discuss the use of gaming and simulations as learning tools to bridge research and teaching. Three gaming simulations, i) Green Roof Game, ii) Sathing Phra Millionaire Game, and iii) Soil Quality Assessment Game are presented. These games deal with ecosystem service of green roof in urban area, environmental problems in a rainfed lowland rice-sugar palm cultural agroforestry system, and soil conservation in a forest-agro ecosystem, respectively. The iterative and evolving process between classroom and field work is discussed. These case studies demonstrate that it is not difficult to adopt gaming simulations and for students to obtain diverse learning outcomes.

Keywords: gaming simulation, learning, sustainable development, university research


Webinar – XXI

Webinar Topic : Digital Game-Based Learning

Date: June 12, 2021 (Saturday)

Time: 03:00 to 04:05 p. m. (IST)

Registration Link: https://forms.gle/sfYNBmrbCTKBouSy9

Speaker

Dr. Marcin Wardaszko, Ph.D.,

Head of the Department of Quantitative Methods & Information Technology at Kozminski University and Adjunct Professor at University of Applied Science Vorarlberg. Collaborating Partner at HCD Learning Ltd, Shanghai, China. Since 2003 trainer and developer of simulation games and gamification systems for education, business and consulting. Author of many publication on games based learning and serious game design. Passionate game designer, author and co-author around 60 scientific publications. Fellow at ABSEL and President of ISAGA (2019-2020) and Member of SAGSAGA. Laureate of the CEEMAN 2019 Champion in Teaching Award for innovative VR game based learning program.

https://www.linkedin.com/in/marcin-wardaszko-b9b4a31/

Abstract:

The simulation gaming is present in the digital space for quite some time, but the evidence of the effectiveness of Digital Game-Based Learning (DGBL) with usage of the different technologies are still sketchy. The rise of the pandemic speeded up the process of digitalization of many games with different results. In the webinar, I will talk about the opportunities and threats of simulation game design with technology in mind. I will use our own case-studies and analyze them looking at the advantages and disadvantages of different technologies for DGBL. I will focus on learning models, complexity design, validity and testing, and delivery of simulation games in digital spaces. We will talk about learning effectiveness and future technology for DGBL. In my talk, I will touch on the evolution of the digital gaming space from online simulation games to the mobile gaming and also VR and AR for simulation gaming.


Webinar – XX

Webinar Topic : Student Power to Accelerate your Simulation Gaming

Date: June 05, 2021 (Saturday)

Time: 03:00 to 04:05 p. m. (IST)

Registration Link: https://forms.gle/ER2BrhmKaV9fadkt5

Speaker

Dr. Ryoju Hamada,

Visiting Associate Professor at Kumamoto University, Japan

The speaker is one of the opinion leaders in simulation gaming-related academic community. He and his BASE project members started to develop business game in 2007 to utilize it as a part of entrepreneurship education in Tohoku University, Japan, and Thammasat University, Thailand. He hosted the ISAGA2018 with 160 participants from 21 countries. He worked as the President of ISAGA from 2018 to 2019. Currently, he serves at the National Institute of Technology, Asahikawa College, Hokkaido, Japan, as a Professor. He is an academic chair and vice president of JASAG, also serving to ABSEL as a Ready-to-Play track Chair.

Abstract:

When we develop a new Simulation Gaming, everyone wishes it works well. Compare with conventional one-way lectures; it is true Gaming has a magical power to promote learning. It accompanies great fun, joy, and communication while achieving learning objectives. However, in many cases, once Simulation Gaming is used, it is a moment to adjourn a game-based community. Within students who have just played the game, there might be marvelous ideas to improve the game. By engaging such motivated students, BASE, the speaker’s Project to develop, operate, improve, and spread business games in higher education, has successfully created 19 types of simulation gaming over a decade. Saying in other words, Student-Teacher Collaboration is the useful way to make your Gaming more attractive. In this lecture, the speaker aims to explain those students’ fantastic efforts in BASE Project, manage such community, and advise the audience to bring out students’ talents.

Keywords: Student Teacher Collaboration, Game Development, Student Engagement, Project Management, Learn by Teaching, Succession


Webinar – XIX

Webinar Topic : Simulation Games through Virtual Worlds in Education

Date: May 29, 2021 (Saturday)

Time: 03:00 to 04:05 p. m. (IST)

Registration Link: https://forms.gle/RLhSxfdB5tGSMjLR9

Speaker

Dr. Ramesh Sharma,

Dr Ramesh Sharma teaches Instructional Design at Ambedkar University Delhi, India. Earlier he has taught Educational Technology and Learning Resources at Wawasan Open University, Malaysia. He is an expert in simulation games, open and distance and technology mediated learning. His team has got a patent on “Museu Virtual Teatro São João” from the Federal Republic of Brazil. This simulation game was created as RPG. He has served as a visiting Professor at Universidade do Estado da Bahia, UNEB, Salvador, Bahia, Brazil, visiting Professor at University of Fiji, Fiji, Commonwealth of Learning as Director of the Commonwealth Educational Media Centre for Asia, New Delhi,   Regional Director of Indira Gandhi National Open University, India and Director of Distance Education at University of Guyana, Guyana, South America. He had been a member of Advisory Group on Human Resources Development for the United Nations Conference on Trade and Development (UNCTAD). While at University of Guyana he also collaborated with UNDP for its Enhanced Public Trust, Security and Inclusion (EPTSI) project, Volunteer Service Overseas (VSO) and United Nations Volunteer (UNV) to develop suitable educational opportunities for communities and youth.

He is editing Asian Journal of Distance Education since 2003 and has been associated with several other peer reviewed journals including SSCI / SCOPUS Journals as Reviewer, Editor and Editorial Advisory Board member in the field of Open and Distance Learning.

Abstract:

Simulation games using virtual worlds have high pedagogical significance in education Virtual worlds are computer generated simulated space where the users interact with each using using an avatar, carry out activities and transactions, depending upon the kind of virtual world it is. Some of the examples of virtual worlds are Secondlife, Virbela, The Sims, Active Worlds, Kaneva, IMVU etc. These virtual worlds act as immersive environments where the students engage themselves in simulated conditions. Virtual worlds have been reported to enhance students’ engagement and learning by reducing the cognitive load to process the information for the participants. The students can learn about concepts here by living them. They can transport themselves to new locations and learn by discovering things on their own. There are further benefits of adopting virtual worlds in education, like: no need for physical travel by people, reduction in performance anxiety, allowing synchronous and asynchronous communication, collaboration and cooperation on a project. We can create an exact replica of real world in virtual spaces for example, an university, a museum or a fort etc. These serve a great purpose as the constructionist paradigm where we can base our experiences on situated learning theory. Virtual worlds are highly interactive in terms of speed, range and mapping. Theory of cognitive fit has significant impact on the learning outcomes as users can make use of the senses of vision and sound. Task-Technology fit is quite high in virtual worlds as the sense of vision, orientation, sound creates an immersive environment enabling higher learning outcomes. This presentation will discuss various types of simulation games using virtual worlds and how these can contribute to higher learning attainments.

Keywords: Simulation Games, Second-Life, Virbela, Immersive experience, Constructionism, Virtual worlds


Webinar – XVIII

Webinar Topic : “Gaming-simulations as tools to increase participation and inclusion, reduce time in policy-making and design better public-policy.”

Date: May 22, 2021 (Saturday)

Registration Link: https://forms.gle/NznauvjJaQLS9wfk6

Speaker

Bharath Palavalli,

Co-Founder at Fields of View and Ashoka Fellow Bangalore Urban, Karnataka, India

Bharath M. Palavalli researches and designs tools such as games and simulations to help make better public policy. For nurturing this innovative idea of designing tools and methods to allow different stakeholders to collaborate on creating relevant and usable policy, Bharath was elected to the prestigious Ashoka Fellowship in 2018. His current work focuses on policy design and planning in the context of developing countries.

Abstract:

The talk will focus on the use of gaming-simulations in the world of public-policy. Often, gaming-simulations are used in the space of learning and training, both as a classroom training tool and as special aids for specialised audience who require specific training. However, gaming-simulations provide an environment that is amenable to use in public policy. Well-designed gaming-simulations can reduce entry barriers in public policy and allow people from diverse backgrounds interact through the game, thereby greatly increasing inclusion and participation in public policy. The “sandbox” environment of gaming-simulations allows participants to explore, fail and therefore test various strategies that is a critical element to both eliminate undesired consequences and at the same time arrive at mutually agreeable formulations of policies.

The complexity in public policy is discussed as a class of problems widely known as ‘wicked problems’. In such a multi-stakeholder situation, all of our preferences and biases are either not captured in policy formulation or are misrepresented due to reasons arising from lack of methods to capture these needs, to the inability to comprehend these needs. Gaming-simulations bridge this gap by allowing these preferences, biases and needs to be captured and then used in the policy formulation process. In this talk, I will draw upon a decade of work by Fields of View in the Indian context in the areas in the areas of poverty, transport, energy, disaster management and urban planning to talk about the use of gamin-simulation as tools in public policy.


Webinar – XVII

Webinar Topic : “The Art of Facilitation”

Date: May 15, 2021 (Saturday)

Date: 03:00 – 04:05 p.m. (IST)

Registration Link: https://forms.gle/BpZTyyDjcUWwZFmi8

Speaker

Claudia M Schmitz,

Owner, Cenandu Learning Agency, Germany

Advisory Board Member of SAGSAGA, Member of ISAGA

Claudia Schmitz is a practitioner and likes to inspire you to become a facilitator.

 

  • Claudia is founder of Cenandu Learning Agency in Cologne in 2002, a company with focus on facilitation of strategic business simulations she licenses from the Swedish Company Celemi in Malmö.
  • Claudia works in co-operation with several consultancies and training companies who like simulations for their clients.

PROFESSIONAL EXPERIENCES:

  • Studies of Geography, Sociology and Anthropology in Cologne
    Claudia worked in the field of Public Relations and Corporate Communication for nearly 15 years. From Automotive to Waste-Management, from Banking to Telecommunication – the field was wide.
  • 1999 she became Facilitator of board games with Celemi, a Swedish Company who designs learning in organizations at their office in Belgium.) After 9/11 she founded her own company Cenandu learning Agency in Germany in 2002, using the simulations for her workshops. She enlarged her facilitation knowledge with more leanings around large group intervention, systemic consulting, cultural analysis, deep facilitation and personality types.
  • Claudia works with large companies, most of them in the Tech Sector. She works with corporate development in change programs and is specialised in finance topics and business mindset.
  • Beside all business she has a strong Non-Profit Engagement: Member of the management network EWMD since 1991 and Member and board advisor of SAGA Simulation and Gaming Association since 2005. Since 2020, she has been involved in a local organisation that supports biodiversity and fruit trees.

Abstract:

A facilitator is the master of large group learning. Some use games or simulations for a purpose and it becomes a guided process. For a facilitator it is important that the participants get into the game, enjoy it and reach a flow and play “without” the facilitator. But the experience is only successful, when they see the relevance to their reality and have the will to take leanings home and implement them.

Facilitation sometimes is more the ART of a magician than of an academic teacher or consultant. There is always the dilemma: If you offer too much details and information, you ruin the game. If you stick too much to the structure of the game and behave like a referee in a football game, you miss the point. They enjoy the game, but where is the learning? The facilitator needs to feel and sense the moment and give space for the participants for their view. It is an act of balancing. The way a facilitator designs a workshop with a game shapes the behavior of participants, while at other points the facilitator needs to adapt the design spontaneously in order to respond to the group. Listen to the participants and their needs is the mindset.


Webinar – XVI

Webinar Topic : “360-degree Immersive Technologies for Medical Simulation, Digital Therapeutics and Clinical Education and Training”

Date: May 8, 2021 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

David Wortley,

David Wortley is a Vice President of the International Society of Digital Medicine (ISDM), CEO & Founder of 360in360 Immersive Experiences and former Founder Director of the Serious Games Institute (SGI). His involvement in the use of serious games and simulation for education and training began over 40 years ago when he was a management tutor at the Post Office Management Training College in the UK. Since then, he has pioneered the use of digital communications technologies and helped to establish serious games and simulation initiatives in Singapore, Malaysia (at University Putra Malaysia), Thailand (through Thaisim), Korea and China.

As the Founding Director of the Serious Games Institute (SGI), he led the establishment of the SGI as an international centre of excellence and global thought leader in both serious games and immersive environments, launching the SGI in 2007 with a hybrid conference accessible both physically and virtually. Today, David has over 23,000 360-degree images on Google Street View with over 100 million views of these images.

Abstract:

The COVID-19 pandemic has accelerated the use of consumer 360-degree technologies for a whole spectrum of clinical applications and medical practitioners seek to overcome the challenge of delivering high quality healthcare remotely. Simulation and serious games play an important role in not only developing the skills needed in today’s high-pressure environment but also, increasingly, in preventative healthcare and digital therapeutics. This presentation explores how 360 degree consumer technologies are being applied to tackle medical training and education at scale through hyper-realistic virtual, augmented and mixed reality devices, including the Hololens and consumer VR devices such as the Oculus Quest. It will also illustrate examples of how serious games can tackle the global problem of lifestyle related medical conditions such as obesity, diabetes and certain mental health conditions.

 


Webinar – XV

Webinar Topic : Business Games: Powerful Tools to Develop Mindset for Future of Work

Date: 01 May, 2021 (Saturday)

Time: 03:00 to 04:05 p. m. (IST)

Webinar Link: Click here to view on YouTube

Speaker
Dr. Bhimaraya Metri,

Prof Bhimaraya Metri, Dean of Strathclyde SKIL Business School

Director at Indian Institute of Management (IIM) Nagpur. Earlier, he was the Director at IIM Tiruchirappalli.  He has held Dean positions at leading management institutes. He received his PhD from Indian Institute of Technology Bombay and is a member of Decision Sciences Institute, USA.  He has served on the editorial boards of journals, and has held leadership roles in professional associations. Deeply committed to executive education, he has taught management courses, advocated simulation games as a learning pedagogy, and conducted professional programmes for Board of Directors, Vice Chancellors, Senior Executives, Government Officials in more than 60 countries.

Abstract:

The world of work is changing due to digital disruption. Adapting to this new way of working is important for businesses to grow and stay globally competitive. The future belongs to liquid workforce with exclusively human skills like creativity, curiosity, enthusiasm, leadership, empathy and compassion. Business games and simulations are powerful tools to acquire such skills to build capabilities and develop the mindset to lead the roles in future businesses.

The presentation, firstly, focuses on business games and simulations as an emerging pedagogical tool with great impact in management education Secondly, it focuses on applications of games to develop the mindset in addition to improving motivation, engagement, and the learning experience. Thirdly, it describes the key benefits. Finally, it recommends that business games and simulations are the way forward to lead the unknown roles in business of the future.


Webinar – XIV

Webinar Topic : “Simulations and Training Games through Live Online Delivery”

Date: April 24, 2021 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Sivasailam Thiagarajan (“Thiagi”),

Sivasailam Thiagarajan (“Thiagi”) has been designing and delivering interactive training workshops in 52 locations around the world. For the past 15 years, he has been working on live online training. He is the author of 40 books and the designer of hundreds of simulations and games including the award-winning cross-cultural simulation, BARNGA. Thiagi has been the seven-time president of the North American Simulation and Gaming Association (NASAGA) and two-time president of International Society for Performance and Instruction (ISPI). He has presented several keynotes at ISAGA and is a member of the Association for Applied and Therapeutic Humor (AATH).

Abstract:

We have been designing and delivering simulations and training games for face-to-face play during the past 50 years. For the past 15 years, we have delivered simulations and games through live online platforms. Based on our field research in 26 different countries, we have designed, field tested, and published a set of techniques called Live Online Learning Activities (LOLA) for delivering gaming simulation through webinar platforms. In this hands-on session, Thiagi will introduce you to 22 different categories of online simulations and take you through a specific activity of your choice.

At the end of the session, you will be able to design and deliver simulations and games through any webinar platform. Your new skills will be supported by two books and hundreds of online resources.


Webinar – XIII

Webinar Topic : “Designing Simulation Games: Trade-offs between Realism, Fidelity, and Abstraction”

Date: April 17, 2021 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Jayanth Raghothama,

Jayanth is Assistant Professor or Health Care Logistics at KTH Royal Institute of Technology, Stockholm. He works on developing systems models, simulations, and games of and within large complex systems, to design and develop interventions and programs in an inter-disciplinary and holistic way. He also co-ordinates Digitalization research within the university. Prior to his PhD at the same university, he worked for CSTEP, a non-profit policy research organization in India, and in the software industry. He has over ten years of experience in building models, small and large, covering simulations, games, and artificial intelligence and in applying them in real-world decision-making settings.

Abstract:
Simulations and games are powerful tools to understand, describe and intervene in real world settings. However, their design and development involve difficult trade-offs and design decisions with respect to their representation of the real world, around the dimensions of realism, fidelity, and abstraction. These essentially deal with the questions of: what do you include in your model and game, how detailed should these elements be, and how should your player interact with these elements? Making the wrong choice(s) with these dimensions could be the difference between an effective game session and a bad one. For games to be able to contribute to tangible outcomes, ideally within the time frame of a gaming session, the architecture and form of the game must address these trade-offs. Through a few examples in urban planning, strategic decision making and systems modeling, this talk will elaborate on these trade-offs and provide insights on how to design effective games.


Webinar – XII

Webinar Topic : The history of simulation/games and what it denotes to serious gaming, gamification, and learning with games movements.

Date: March 13, 2021 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Tuomas Harviainen,

Associate Professor of Information Practices at Tampere University, Finland

Tuomas Harviainen, PhD, MBA is Associate Professor of Information Practices at Tampere University, Finland He is a former co-editor of Simulation & Gaming and an ISAGA Advisory Board member. Harviainen’s work spans several disciplines, and has been published in channels such as Organization Studies, Journal of Business Ethics, Journal of Documentation, and Games and Culture.

 

Abstract:

In this webinar, I delve info the ways in which the learning potential of games keeps being re-discovered. I draw early examples from military and medical simulation, then move to games in mathematics and operational planning, from which in many ways arose the pre-ISAGA community. Finally I will talk about dissonances between simulation/gaming, gamification designers, the Serious Games Movement, and Game-Based Learning. I conclude with positive examples of how the groups are now finding each other more and more often – and why they are doing so.


Webinar – XI

Webinar Topic : “Gaming Simulation Design for Education and Social Impact”

Date: February 20, 2021 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Willy Kriz,

Professor, University of Applied Sciences Vorarlberg, Department of Management and Social Sciences Hochschulstr, Dornbirn, Austria

Willy Christian KRIZ, born 1968, earned his PhD 1999 in Psychology from University of Vienna. He is full professor for Human Resource Management, Organizational Behavior, Leadership and Change Management at the FHV, Austria. He is working as a researcher, lecturer, trainer, consultant and designer with different forms of simulations and games for a whole range of purposes, including education in systems-management, personnel and team development and senior management training, facilitation of organizational change processes and support of managerial decision‐making. He is author of 15 books and about 200 papers and received 4 best paper awards. He has presented more than 150 papers and keynotes at conferences worldwide. He is founder and was 15 years chairman of SAGSAGA (Swiss Austrian German Simulation and Gaming Association), and 2004/2005 and 2014/2015 president of ISAGA (International Simulation and Gaming Association), he organized two ISAGA conferences, he is founder and was 10 years director of the annual ISAGA Summer School on game design.  From 2016-2020 he was editor in chief of the Journal Simulation & Gaming (Sage) and is jury member for the German Gaming Award.  As researcher he works on the theory-based evaluation of gaming simulation effects. He was for example 2003-2005 scientific director of a European Union Project within the Leonardo-da-Vinci Program: “The Simulation of Economic Processes and Decision Making as a Training Module”. 2007-2012 he was head of evaluation of the annual “exist-PriME-cup” (a national management and entrepreneurship gaming simulation contest for students of more than 150 participating German universities) for the German Ministry of Technology and Economy. Further research projects are for example “Realtime Business Simulations” for the German Ministry of Economy. Dr. Kriz has also years of practical experience. He is working as consultant and trainer in continuing education and business. He completed more than 200 assignments especially in gaming/simulation-based organizational development and leadership projects. He has designed several gamified education and training programs, system-dynamics models and scenarios, simulation games for general management, project management, change management, systems-thinking, HRM and leadership, sales and business ethics. 2016 a simulation and game-based personnel development program that he designed together with Dr. Schmidt and riva training & consulting for Allianz AG (sales force and insurance consulting service) received the “Innoward” award of the German insurance industry. Together with Dr. Eberle, several German schools and KIKA (German Children’s Television Channel of Germany’s public-service broadcasters) he developed 2018 a simulation game „Future of Living together in Germany“. The development and play of the game was broadcasted nationwide as a documentary and educational game kits are available free of charge for school education programs.

Abstract:

Klabbers (2003, 2018) has pointed out that researchers, designers and facilitators who are contributing to the field of gaming simulation may represent two distinct branches of science: the design sciences and the analytical sciences. In this presentation I will discuss different forms of applications of gaming simulation (Kriz, 2017). I will use several case examples of simulation games that I have designed – e.g. SysTeamsChange® and KIKAtopia – to show how a simulation game artifact can be used for a variety of facets within the science of design approach with the focus of creating social impact (Kriz & Manahl, 2018). Additionally I will show how methods of gaming simulation design can be implemented for an innovative university curriculum (Kriz, 2003). The design of simulation game prototypes is part of the didactic approach and the framework of game development by Duke & Geurts (2004) is used. The presentation will explain the main phases and steps of this approach of simulation game design. Some examples of outcomes will support a deeper understanding of the methodology of “gaming simulation” for education (Duke & Kriz, 2014).


Webinar – X

Webinar Topic : Designing Closed Simulations for Corporate Learning

Date: February 06, 2021 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Mr. Jegatheeswaran Manoharan,

Dr. Jegatheeswaran Manoharan is a team effectiveness specialist, international speaker, and a game & simulation developer. He has developed several learning games and simulations for adult learning. His highly interactive games have been used in the corporate learning scene for team effectiveness, customer experience, culture transformation, and leadership training. Jega was the former Board of Directors of the North American Simulation & Gaming Association (NASAGA) and he is also the Approved Trainer for the NASAGA Learning Game Design Certification Program. Jega has shared his ideas on the application of games and simulation at NASAGA Conference 2017 in Reno, Nevada; ISAGA Conference 2018 in Thailand; and at the First Malaysian Simulation & Gaming Conference – MASAGA 2018 in Kuala Lumpur.

Abstract:
Simulations play a vital role in learning through discovery. They range in the spectrum from low fidelity to high fidelity simulations. There are several key considerations when choosing a point in the design spectrum based on the learning outcome and audience. While open simulations provide an excellent process for experimenting with outcomes, the use of closed simulation has its benefits to target specific learning outcomes predominantly in the corporate learning scenario. Limiting the design parameters allows for targeted experience and a more meaningful debrief. In order to maximize this learning, the crucial pivot point of simulation design has to be managed. One of the key ally and adversary to design in the corporate learning environment is time. This presentation shall reveal how balancing the considerations is done when designing simulations for corporate learning.


Webinar – IX

Webinar Topic : Why do we need Simulation & Gaming?

Date: January 23, 2021 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Elena Likhacheva,

Dr. Elena Likhacheva, PhD, is a researcher at the Biological Department, M.V. Lomonosov Moscow State University, Russia

With PhD in Psychology, she focuses on research into the effectiveness of simulation gaming as instruction method, processes of decision-making and traps of thinking of participants, and the role of facilitator in simulation and gaming. Her special scope is also at simulation games on sustainable development.

She is a member of the ISAGA Executive Board, member of NASAGA.

Abstract:
Simulation games often teach specific competencies (like renewable resources management, etc.) and we presuppose that our students will need them in their profession/activities. However, the most of the games are run for a much wider range of participants and are not directly related to their future activities. So why do they and we need simulation games?


Webinar – VIII

Webinar Topic : Gaming/Simulation and the UN Sustainable Development Goals

Date: January 16, 2021 (Saturday)

Time: 03:00 – 04: 05 p.m. (IST)

Webinar Link: Click here to view on YouTube

Speaker

Mr. Pieter van der Hijden,

Management Consultant, Sofos Consultancy, Amsterdam, The Netherlands

Pieter van der Hijden works as an independent management consultant through his own Sofos Consultancy in Amsterdam (The Netherlands). He is active in the field of “ICT for Sustainable Development Goals (SDGs)” and specializes in gaming / simulation, digital fabrication (fablabs, S.T.E.M. education) and e-learning (distance learning, Moodle). He regularly works abroad, often in Suriname (South America) and is active in various global communities. He was a board member of ISAGA for many years and is a regular speaker at ISAGA conferences.

In India Pieter was a teacher at the ISAGA SummerSchool at the Institute for Integrated Learning in Management (IILM) in Gurgaon. Together with his students, he developed an online role playing game, Dharadam – the flourishing slum, to prepare students for social work for working in the slums. Pieter and Vinod Dumblekar (his co-director at ISAGA) are preparing a conference track on “Gaming / simulation and the SDGs” for the ISAGA 2021 conference in Indore.

Together with Yogesh Kulkarni (Vigyan Ashram, Pabal) Pieter works on management issues of fablabs (workshops for digital fabrication) and aligning fablabs with the Sustainable Development Goals so that they can increase their social impact. He works with Pradnya Kunal (Global Fab Academy, branch India/Pakistan, Lanja) on learning by doing in the field of STEM, with Sibu Saman (Kerala Flood Relief) on disaster risk reduction and with Nishtha Kaushik (Fablab Chandigarh) on knowledge sharing with Suriname about mobile fablabs.

In all his projects structuring communication processes plays an important role; gaming/simulation is the fuel.

Abstract:

  • The speaker will give a short introduction to the 2030 Agenda of the United Nations, in this case the Sustainable Development Goals (SDGs).
  • Participants can create their own SDG profile through a short exercise.
  • Subsequently, it is discussed how gaming / simulation can methodically support the implementation of the SDGs; with examples of course.
  • Finally, we zoom in on the content of certain SDGs and underlying targets and the added value that gaming / simulation can have for this.

Examples:

  • Consider the importance of lifelong learning and thus adult education, also for people who have never been able to complete any training.
  • Or education and training on numerous subjects related to a new style of living and working.
  • And let’s not forget the much-needed resilience of people, organizations and society in order to suffer less from disasters at whatever level.

Webinar – VII

Webinar Topic : Simulation and gaming for participatory approaches to environmental issues.

Date: January 09, 2021 (Saturday 3:00 PM)

Webinar Link: Click here to view on YouTube

Speaker

Mr. Nicolas Becu,

Geographer at French National Centre for Scientific Research – specialized in participatory gaming simulation

Nicolas Becu is a researcher in geography at CNRS – French National Research Center. He is specialized in the design, use and evaluation of participatory modelling and gaming simulation applied to environmental issues. He currently conducts and leads research programs at the LIttoral, ENvironment and Societies laboratory (LIENSs) based in La Rochelle – France. His research topics include the analysis of the use of simulation and games to support social and organizational transformations, at the territorial scale. Applications are in the domains of coastal risk management, marine natural resources and marshlands and land use planning.

 

Abstract:

Since it was first conceptualized and defined by authors such as Dick Duke in 1960th, part of the simulation and gaming community have use games (e.g. policy games) to help decision makers, managers, or other types of actors, to conceptualize, analyze and share their understanding about complex issues, and eventually come up with a shared vision of how to solve them and/or advance forward. In the late 1990th another research domain emerged, known as participatory modelling. In this approach, the modelling process is considered as a learning process in which local stakeholders can take part and therefore learn about the issues they are facing in their territories. This action research domain, benefits from lessons and good practices coming from participatory approaches, such as who to invite to the participatory modeling process, how to articulate the process with current policy plans, how participants with different social status can contribute at the same level to the modelling process and benefit from it. At the intersection between simulation and gaming and participatory modelling, we find a common practice which is the use of gaming/simulation that explicitly model the functioning of a system, and which is explicitly made for stakeholders to learn and get empowered on the issues they face. This type of application of games is called participatory simulation and will be the topic of this webinar.


Webinar – VI

Webinar Topic : Between Utopia and Ucronia: gaming simulation as a construction of the future

Date: December 12, 2020 (Saturday 03:00 – 04:05 pm IST)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Paola RIZZI,

DADU- department of Architecture, Design and Urban planning

Diver s City UrbLab

University of Sassari, Italy, rizzi@uniss.it

Urban Planner and Designer, her realm are Urban Gaming Simulation in Participatory Design/Planning and Disaster Mitigation. Professor of Techniques of Urban and Regional Planning at University of Sassari, Italy. Visiting professor in universities in Japan, Thailand, Indonesia and Europe. Member of different Boards and Scientific Committees as Advisory Board of Directors of CUPUM – Computers in Urban Planning and Urban Management. Founder and former director of ISAGA summer school from 2004 to 2013. Honorary member of ISAGA and SAGSAGA. she designed Urban Gaming simulation as VADDi for Italian Ministry of Environment, and many of her UGS were used in Urban Planning.

 

Abstract:

Over half a century of theory and practice have consolidated the use of the hybrid technique of gaming simulation in an important role in the processes which include a phase of “designing” of the future.

Gaming simulation has a hybrid nature by definition: putting it in a coarse way it combines naturality with  rationality through its two souls: play and simulation.

But game and simulation are joined by two dimensions: space and time. Through the gaming simulation we face the process of designing of time and space. In order to do it we construct utopias and also alternate histories. This is the starting point to face the topic of gaming simulation non as a language but as the mediator or generator of language.

The understanding of the gaming simulation as the future’s language gave rise to some interesting considerations which slowly detached themselves from the linguistic concept in order to become a design concept. On the other hand “historical form of the future are independent innovations in the development of single languages” ” (the entry Tempo, EnciclopediaTreccani online, 2014) thus the modalities in which the design process develops are independent in their various shades and technical fields.

Moreover to make the most of the communicative capacity of gaming simulation as a learning technique related to design is one of its most promising boundaries and applications in the  short-term and long-term future. Gaming simulation in some of its forms can also be organized as a structure which allows to design one’s own gaming simulation, you will some examples among the classical “game-generating-games.

The contribution is intended to confront the evolution of the topic of gaming simulation design as a learning technique for the design practice and the construction of future scenarios, in the field of territory and urban planning in particular.

To play means to enter the world where the rules are pre-established, but once you are in that world, you can interpret these rule redefining also the scenario. Gaming simulations are machines which generate utopias – they allow to construct worlds, which, even though they are based on models which simulate reality, they detach from reality as much as the constructions of Plato, Moro or Bacon. They activate the comparison with the real world through descriptive or critical communication and the debriefing phase after the game is crucial for that. Coming back to relation of gaming simulation and utopia, we have to bear in mind that here the term “utopia” is not to be understood in relation to its geographical inexistence but in relation to its nature as a virtual reality. To be clear, New WAVE[1] K is a gaming simulation where utopia is not the absence of geographical coordinates, as Venice is a real place, but it is the capacity to construct an ideal city of Venice, which does not exist and it is what results from that alternative reality of Venice which is to be discussed by reconstructing possible courses to work for and to design a desirable Venice.

The goal of gaming simulations is to define, solve or design a situation complying with its potentiality and possible future evolution. In practicethis is the definition of utopia, which complex design is analysed, decomposed and recomposed according to the process of the already mentioned process of comparison.

The practice of urban design is characterised by this process and is one of major problems which have to be faced in teaching, in designing and in the practice of the so called participatory planning.

The main problem to face is that of the use of highly expert and specialised languages in front of a limited knowledge, therefore also the presentation of “utopias” or pre-defined models seems of little effectiveness. Teaching and research are in fact characterised by the necessity to exchange information. In a situation of communicative imbalance between interlocutors, this exchange of information encounters a difficult obstacle to overcome.

The method used by Jan Klabbers2 deserves also a special comment, as it is exactly through a gaming simulation that he constructs a common language in order to design environments or to face and solve problems. It is a structured confrontation in which the participants, following the rules, contribute to the definition of a common linguistic basis, according to one’s own background and competences. This method allows to avoid misunderstandings, but it also promotes alternative visions of reality.

Even though apparently there is a contradiction, construction of a utopia is intrinsic to the gaming simulation and in the same time it adds pragmatic implementation to the visionary.

 

1.new WAVE, New Wandering About VEnezia, gaming simulation by Arnaldo Cecchini, Paola Rizzi, software by Ivan Blecic, Graphic by Lorenzo Cotti, Stratema, IUAV, Venice, 1995

Paola Rizzi “new WAVE-Wandering About Venezia”, proceedings del 26°th Annual International Conference ISAGA-Learning trough Experience: The Challenge of Change Universitad Politecnica,(ed. A. g. Carbonell e F. Watts) Valencia, 1995

2.Jan H. G. Klabbers, The Magic Circle: Principles of Gaming & Simulation and “Options for Coping with radical uncertainties”Keynote, 7th Young Researchers’ Round Table / Global Risk – Local Resilience 13-14 november 2020


Webinar – V

Webinar Topic: “Simulation & Gaming for community-based disaster management”

Date: November 21, 2020 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Mr. Yusuke Toyoda,

PhD, is an associate professor of the College of Policy Science, Ritsumeikan University

He utilizes S&G for study and practice on community-based disaster management and disaster education Ritsumeikan University JAPAN. He is also working as Deputy Director, Office of International Affairs and Director, International Center at Osaka Ibaraki Campus. He is the Member of Institute of Disaster Mitigation for Urban Cultural Heritage and Member of Research and Development Institute of Regional Information Ritsumeikan University, JAPAN He utilizes S&G for study and practice on community-based disaster management and disaster education.

 

Abstract:
Important roles of local community for disaster management has been iterated, whereas building community resilience against disaster is still on progress. In this webinar, I will explain advantages of Simulation & Gaming (S&G) for building community resilience. First, increasing importance of community resilience against disaster is introduced. Then, I will depict the process and functions of S&G for disaster management in general and demonstrate how they are connected to building elements of community resilience. In the end, some S&G practices are introduced for community- based disaster management and disaster education.

Agenda:
1. Importance of Community Resilience to Disaster Management
2. S&G for Disaster Management
3. Contribution of S&G for Community Resilience
4. Q&A


Webinar – IV

Webinar Topic: “Participation with Simulation Games – Conflict and other conditions”

Date: November 7, 2020 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Mr. Eric Treske,

Owner, intrestik, Bavaria, Germany

Executive Board Member of ISAGA & SAGSAGA

Eric Treske studied sociology at the LMU in Munich. After working in Ingolstadt, Regensburg and Augsburg, he founded the company intrestik in Munich in 2004. His office supports and accompanies cities and communities w in the development of social innovations: How does a public space become a lively square? What do people need to try out new forms of mobility in the region? What could the transition to a neighborhood without cars look like? He likes to use playful approaches, because a good game reduces the complexity of a topic without simplifying it. Concrete projects revolve around upgrading inner-city squares, placing bicycle stations or introducing an urban cable car in the north of the city of Munich. As a social scientist he is fascinated by people, how everyone follows his own plan and from this something bigger, common whole is created. Cities are a wonderful example of this. What does he appreciate about the game? Playing together means sharing an experience. This experience motivates the participants and forms the basis for further cooperation. For several year he is now speaker of the Swiss Austrian and German Simulation and Gaming
Association (SAGSAGA) and of course connected to the international association ISAGA. Executive Board Member of ISAGA and Executive Board Member of SAGSAGA (which represents Switzerland, Austria and Germany).

 

Abstract:

‘If you are developing a simulation game for a university, you want to convey a subject matter to your students or test one of your hypotheses. In companies, the simulation of alternative scenarios is sometimes added. All these simulation game developments are based on the fact that they happen on theoretical assumptions and models.

“You cannot simulate a system if you do not understand it.” (Cathy Greenblatt)

If I want to develop a business game for citizen participation, this approach becomes a problem for me!  Because with the used model I also define the solution space or to put it another way: the question determines the answers.

I use three examples from the mobility turnaround for inner-city neighborhoods to concretise my question.  I then try to point out possible solutions to solve this dilemma. This collection does not claim to be exhaustive, so I would like to invite you to think about and discuss this together.’


Webinar – III

Webinar Topic: “If simulation is so useful why isn’t there more of it in use?”

Date: October 31, 2020 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Elyssebeth Leigh,

Dr. Elyssebeth Leigh is academics working in different disciplines who share a passion for the experiential learning potential of simulation.

2017 Ray Page award – for lifetime achievement in simulation
Life Member – ISAGA, Simulation Australasia

Dr. Elyssebeth Leigh is academics working in different disciplines who share a passion for the experiential learning potential of simulation.

Dr Elyssebeth Leigh has more than 30 years as an educator and learning designer in workplaces and academic settings. As an experienced facilitator of adult learning she has published four books and numerous articles and conference papers on learning and teaching. Much of this work concerns the use of simulation for learning, and research.

Elyssebeth has worked in many countries and in both the public and private sectors in Australia, and her work is characterised by action-oriented and experiential learning for facilitating knowledge acquisition and individual development. As an academic supervisor and research examiner she is familiar with the complexities of planning, creating and completing research work at Masters and Doctoral level.

Elyssebeth has been involved with Simulation Australasia since 2000 as both scientific programs director for SimTecT for some years, and a member of the board for the past five years. She is also a member of the Professional Development Committee and is a member of the team leading the Human Factors Specialist Community.

 

Abstract:
This question was asked of Professor Mejier at the first of the ISAGA 2021 webinars and indicates that dedicated simulation users still have much to explain about its value as an educational tool and strategy. At its simplest, simulation is a way of reproducing familiar situations or recurring experiences, while reducing the scale and number of factors involved. For example, Chess, one of the most enduring simulations in human usage, began in India where tradition says it was a representation of a military setting and used to explain how certain events occurred. While some domains like the military and health, use simulation extensively, others like education find it a complex tool and process to use. There is much in its favour and also much against it. In this webinar Dr Elyssebeth Leigh and Associate Professor Anjum Naweed guide participants on an exploratory journey to discover reasons why the concept of simulation continues to be a essential part of human activity and also a problematic one. They begin with a dialogue to create the scene for a broader exploration of the benefits and barriers with participants who are invited to bring their questions to this conversation.


Webinar – II

Webinar Topic : “Serious gaming and why should we bother”

Date: October 24, 2020 (Saturday)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Ivo Wenzler,

Professor of Serious Gaming at the NHL Stenden University of Applied Sciences, The Netherlands

Dr. Ivo Wenzler is a professor of Serious Gaming at the NHL Stenden University of Applied Sciences. He focuses on innovative research into the design, implementation and value contribution of serious gaming, as well as on development of university level curricula with and about serious gaming. Prior to his current position he had a long career at Accenture Strategy, in parallel to an associate professorship at the Delft University of Technology. He often presents at international conferences and publishes regularly in the field of serious gaming, change management, and simulation-based modeling.

Abstract:
Future is and will be uncertain and discontinuous and the reality as we experience it is complex and requires learning for change. But enabling change through learning is not as simple as it sounds. There are competing theories on how to learn and change, and the challenges are many. Learning for change is a journey starting from our perceived reality, going through serious gaming, and then returning back to reality. Serious games are experiential learning environments supporting this journey and can take an analogue, digital or mixed reality form. They help us getting a holistic view of the change that is needed, creating awareness that leads to socially constructed meaning, constructing memories of the future that lead to actionable insights, and experiencing the benefits of change that lead to a commitment to action. With serious games we learn faster, we learn more, we pay less, and we decide better.


Webinar – I

Webinar Topic : “Gaming, simulation and participation: a systems approach to mental health and wellbeing”

Date: October 03, 2020 (Saturday) 03:00 p. m. (IST)

Webinar Link: Click here to view on YouTube

Speaker

Dr. Sebastiaan Meijer

Professor, Vice Dean

KTH Royal Institute of Technology

Stockholm, Sweden

Sebastiaan Meijer is a Professor in Health Care Logistics. He Specialized in gaming simulation and other interactive methods to involve the operational level of organizations in innovation processes. His Interests is in theory of design of complex adaptive systems and the backbones of society.

Abstract:

Many countries and regions aim to priorities well-being and mental health as a means to both counter the increasing demand of psychological health care and to actually support citizens in what matters to them.

Steering for such large, overarching goals require cross-sectorial collaborations and large-scale systems design. To aid in building up this capacity, we use gaming and simulation in trajectories with Region Stockholm and 4 pilot municipalities. In this talk, Sebas will explain the approach, and reflect upon the methodological learning obtained.