Exploring decision-making in campaign-based watershed management by using a role-playing game in Boset District, Ethiopia

2021 ◽  
Vol 190 ◽  
pp. 103124
Author(s):  
Samuel Assefa ◽  
Aad Kessler ◽  
Luuk Fleskens
2019 ◽  
Vol 19 (3) ◽  
pp. 507-533 ◽  
Author(s):  
Galateia Terti ◽  
Isabelle Ruin ◽  
Milan Kalas ◽  
Ilona Láng ◽  
Arnau Cangròs i Alonso ◽  
...  

Abstract. This study proposes a role-playing experiment to explore the value of modern impact-based weather forecasts on the decision-making process to (i) issue warnings and manage the official emergency response under uncertainty and (ii) communicate and trigger protective action at different levels of the warning system across Europe. Here, flood or strong-wind game simulations seek to represent the players' realistic uncertainties and dilemmas embedded in the real-time forecasting-warning processes. The game was first tested in two scientific workshops in Finland and France, where European researchers, developers, forecasters and civil protection representatives played the simulations. Two other game sessions were organized afterwards (i) with undergraduate university students in France and (ii) with Finnish stakeholders involved in the management of hazardous weather emergencies. First results indicate that multi-model developments and crowdsourcing tools increase the level of confidence in the decision-making under pressure. We found that the role-playing approach facilitates interdisciplinary cooperation and argumentation on emergency response in a fun and interactive manner. The ANYCaRE experiment was proposed, therefore, as a valuable learning tool to enhance participants' understanding of the complexities and challenges met by various actors in weather-related emergency management.


2018 ◽  
Author(s):  
Galateia Terti ◽  
Isabelle Ruin ◽  
Milan Kalas ◽  
Ilona Láng ◽  
Arnau Cangròs i Alonso ◽  
...  

Abstract. This study proposes a role-playing experiment to explore the value of modern impact-based weather forecasts on the decision-making process to (i) issue warnings and manage the official emergency response under uncertainty and (ii) communicate and trigger protective actions at different levels of the warning system across Europe. Here, flood or strong wind game simulations seek to represent to the players realistic uncertainties and dilemmas embedded in the real-time forecasting-warning processes. The game was first tested in two scientific workshops in Finland and France where European researchers, developers, forecasters and civil protection representatives played the simulations. Two other game sessions were organized afterwards (i) with undergraduate University students in France and (ii) with Finnish stakeholders involved in the management of hazardous weather emergencies. First results indicate that multi-model developments and crowdsourcing tools increase the level of confidence in the decision-making under pressure. We found that the role-playing approach facilitates interdisciplinary cooperation and argumentation on emergency response in a fun and interactive manner. ANYCaRE experiment was proposed, therefore, as a valuable learning tool to enhance participants’ understanding of the complexities and challenges met by various actors in weather-related emergency management.


2019 ◽  
Vol 11 (2) ◽  
pp. 310 ◽  
Author(s):  
Clémence Moreau ◽  
Cécile Barnaud ◽  
Raphaël Mathevet

A key challenge in the management of ecosystem services involves weighing up the trade-offs between these ecosystem services and who benefits from them. In mountainous zones, new trade-offs between ecosystem services emerge due to shifts in farming practices and their consequences on the landscapes (land abandonment and intensification), which is a source of debate and controversy between local stakeholders. To help stakeholders tackle the challenge of decision-making around trade-offs, this study tested the use of a role-playing game based on the concept of ecosystem services to facilitate the process through social learning. The game SECOLOZ was designed in cooperation with local stakeholders to explore the impacts of three farming practices (rock removal, ploughing of meadow, and pasturing) on trade-offs among ecosystem services. The game was played with various local stakeholders in the Mont Lozère, France. We found that this experience increased awareness of interdependencies, encouraged mutual understanding, improved the ability to deal with uncertainties, and fostered the exploration of innovative methods of governance. The outcomes confirm that the ecosystem service concept can be successfully used in a role-playing game process and that it significantly contributes to social learning.


RBRH ◽  
2020 ◽  
Vol 25 ◽  
Author(s):  
Dandara Jucá Kokay Mariano ◽  
Conceição de Maria Albuquerque Alves

ABSTRACT The environmental systems associated with water resources management have always been represented through physical factors and processes. In order to consider the social system coupled with the environmental system, a new modeling approach emerges, the agent-based modeling. Two steps are essential to build agent-based models-ABMs. The first step requires the agent behavior understanding and considers the influence of external factors in the agent decision-making. The second one is the system representation through an ABM. In this perspective, the WaDiGa water management role-playing game-RPG was applied to map the rural producers' behavior of a peri-urban region. In addition, an ABM was developed in the GAMA platform intended to represent the agents’ behavior and its consequences in the environment configuration. After applying the proposed methodology, it was concluded that the WaDiGa was able to identify factors that influence the local agents' decision-making, and that the game fulfills the function of a dialogue platform on the water resource theme, and could be used as a tool for environmental education and socio-hydrological modeling. The ABM developed was able to represent the relationship between the agricultural production of the community and the water use, presenting results similar to the results obtained in the WaDiGa.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2019 ◽  
Vol 21 (2) ◽  
pp. 1289-1299
Author(s):  
Daniel Victor Martins de Araújo ◽  
Cleire Lima Da Costa Falcão

A utilização de novas metodologias em sala de aula é um assunto recorrente dentro das discussões sobre o ensino de geografia. Possuindo isso em mente, como produto da disciplina de Oficina em Geografia II da Universidade Estadual do Ceará (UECE) foi elaborado um material didático alternativo com objetivo de auxiliar os docentes na construção de um ensino contextualizado de Geografia. Essa pesquisa objetiva apresentar uma metodologia alternativa para o ensino de Geografia que visa praticar além da ação cognitiva de memorizar um conceito, trabalhando a interdisciplinaridade, a criatividade, o emocional e a cooperação. A proposta foi construir um RPG (Role Playing Game), que é um jogo que se utiliza da interpretação de personagens para criar e contar histórias coletivamente nas quais todos os agentes se tornam ativos dentro desse processo. Realizaram-se os seguintes procedimentos: revisão bibliográfica, seleção e adaptação do sistema de regras. Por fim, produziu-se a aventura de RPG intitulada “A busca pelo arco de Gelo”, que trabalha alguns aspectos físicos do nordeste brasileiro principalmente do estado do Ceará. Após a elaboração do material constatou-se a importância de trabalhar perspectivas para além do conteudismo. Sentiu-se a necessidade de aplicar no ensino básico para mensurar seu real impacto. Palavras-chave:  Recurso Didático. RPG. Geografia Física. ABSTRACTThe use of innovative methodologies in the classroom is a recurring subject in discussions about geography teaching. With that in mind, as a result of the discipline Workshop in Geography II from the State University of Ceará (UECE) was created, an alternative didactic material with the aid of teachers in the construction of a contextualized geography teaching. This research looks to show an alternative perspective for the teaching of geography that aims to practice beyond the cognitive action of memorizing the concept, but also working on interdisciplinary, creativity, the emotional and cooperation. The proposal was to build an RPG (Role Playing Game), which is a game that uses character interpretation to create and tell stories collectively in which all agents become active within that process. The following procedures were executed: bibliographic review, selection and adaptation of the rules system. At the end, it produced an adventure of RPG "The search for the arc of Ice" that works on physical aspects from the Brazilian northeast, focusing on the state of Ceará. After the material elaboration, it was clear the importance to work on perspectives beyond content. It felt the need to apply the didactic resource to measure its real impact. Keywords: Didactic Resource. RPG. Physical geography.     RESUMEN El uso de metodologías innovadoras en el aula es un tema recurrente en los debates sobre la enseñanza de la geografía. Con eso en mente, como resultado de la disciplina Taller de Geografía II de la Universidad Estatal de Ceará (UECE), se creó un material didáctico alternativo con la ayuda de los maestros en la construcción de una enseñanza de geografía contextualizada. Esta investigación busca mostrar una perspectiva alternativa para la enseñanza de la geografía que tiene como objetivo practicar más allá de la acción cognitiva de memorizar el concepto, pero también trabajando en la interdisciplinaria, la creatividad, lo emocional y la cooperación. La propuesta era construir un juego de rol (RPG), que es un juego que utiliza la interpretación de personajes para crear y contar historias colectivamente en las que todos los agentes se vuelven activos dentro de ese proceso. Se ejecutaron los siguientes procedimientos: revisión bibliografico, selección y adaptación del sistema de reglas.   Palabras clave: Recurso didáctico. RPG Geografía Física.  


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