40 research outputs found

    Canterbury game industry action plan 2022

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    This report reviews the video game and interactive media industry landscape, and is intended for game studios, local and international investors in the games industry, regional policy makers, central government, local government agencies, Christchurch City Council, and sector stakeholders

    ‘Test Driving’ a Financing Instrument for Climate Adaptation: Analyzing Institutional Dilemmas using Simulation Gaming

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    Urban physical public infrastructure is a frontline defense mechanism to manage and mitigate climate-related impacts. Market instruments are often cited as possible means to spread risk and reduce financial burdens on the public sector. The authors argue that existing research tends to focus on the technical issues of instruments and neglects considering institutional dynamics that may enable or constrain local market-based financing mechanisms. In this article, three core dilemmas (values uncertainty, planning horizon, and indirect benefits) are used to analyze the responses of practitioners to a possible financing instrument. The findings indicate that the practitioner’s responses to tax increment financing were largely shaped by the adaptation dilemmas and not the characteristics of the instrument per se. By mapping the dilemmas onto whether they would recommend it, participants imposed a financial barrier on climate adaptation investments. The authors conclude that a key imperative in the design of policy instruments is to pay attention to the congruency of informal institutions at the ‘street level’ in order to be in-step with the current sociopolitical conditions. The findings also point to four key attributes that a local market-based instrument would need to be aligned and responsive to the Dutch planning and development context

    Viability of Augmented Content for Field Policing

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    The evaluation process of short training sessions in organizations

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    This paper presents a critical reflection of the evaluation of learning processes in organizations. Based on learning and evaluation theories and concepts we discuss qualitative and quantitative evaluation processes, and its relationship to short training sessions to foster sustainable development. Short training sessions solve barriers for learning, and support informal learning. Reasons for paying more attention to informal learning are given. Historical cases, like the Dutch cleaner production case, show the role of learning and communication in the process of first and second change towards sustainable development. The NIDO Corporate Social Responsibility case, focusing on system innovation, show that traditional ways of quantitative performance measures, often required by stakeholder, don\u92t support the lengthy internal qualitative learning process. Cases on different forms of appearance of Microtraining, short training sessions, show improved communication, which might contribute to both first order, and second order change in organizations. These Microtraining sessions appear in formal and informal way, and ask for different evaluation processes. Different ways of evaluating both formal and informal learning are summarized. The traditional ways of evaluation will be valid for planned series of sessions with defined Microtrainer, topic and target group. This matches the traditional way of reporting for internal environmental management systems and certification, like EMAS and ISO. More informal, ad hoc and spontaneously ways of applying short session will need different evaluation methods. We can learn from new approaches in self-assessment and reflection and instruments to asses learning on the job, such as workplace diaries, and guided reflection

    Shared knowledge: The result of negotiation in non-hierarchical environments

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    The knowledge building can be seen as a collaborative process of which negotiation is a fundamental aspect. The use of technology to support this process has been attempted in various groupware systems. However, there is no adequate support system for the process of negotiation, which generally relies on voting as the element for reaching agreement in decision-making. On the other hand, the best approaches to this problem have been formalised in learning environments where there is a clear hierarchical structure. When the environment is not hierarchical, new problems arise which require special attention. This article presents a model of knowledge building that has negotiation as its basis in a group that is non-hierarchical in its structure. 'Me model is implemented on a prototype tool named ShaKnoMa, which is tested on common tasks in an environment such as that proposed here. For the knowledge representation, concept maps are used which act a scaffolding to classify, index and search the information

    Increasing surgical safety through serious gaming: "Nobody is perfect, but a team can be."

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    Safety is one of the major issues for surgical teams. Game technology could be a means to increase dialogue and raise awareness on safety within and between surgery teams. A participatory design process, where end-users are involved in the development process of such a "safety-game', can foster safety awareness and acceptance of the game as intervention. Involving the target group at an early stage also enables game designers to find a balance between the dimensions of reality, meaning and play of the game. In this paper we present the first steps of a participatory design approach for 3D-serious games that aim to stimulate learning and development of team oriented working in surgical teams. Using a serious game to motivate or educate is not new, but consciously using the design phase of such a game to stimulate both motivation and learning is. In this paper we report on the first phase of the project, the design phase and the first user-tests. The findings lead us to the tentative conclusion that learning, motivation and the intention to alter behaviour that should lead to less human induced errors or casualties are positively influenced
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