Transferring an educational board game to a multiuser mobile learning game to increase shared situational awareness

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We designed a multi-user board game about decision processes in a port environment in order to sensitize stakeholders in a value chain about their communicative behaviour. Five players in different roles play three levels of five rounds, taking decisions based on incomplete information. New levels give access to (limited) communication means to foster shared situational awareness. A game master controls rules and scores. The game’s goal is to balance several scores: individual scores and an overall performance score. Decisions taken affect scores either positively or negatively.
To simplify applicability and to provide more realistic situations, we created a computerized version using the ARLearn-platform for mobile games. ARLearn allows designing multi-user process-oriented games binding content, tasks, and interactive questions to game-logic dependencies. This allows players to be physically separated while playing together.

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Transferring an educational board game to a multiuser mobile learning game to increase shared situational awareness

  1. 1. page 1Transferring an educational board gameto a multi-user mobile learning gameto increase shared situational awareness.Roland KlemkeOpen University of the NetherlandsSahalini Kurapati, Gwendolyn KolfschotenDelft University of Technology
  2. 2. page 2PROBLEM SITUATION INLOGISTICS
  3. 3. page 3Container terminal: complex logisticprocessesSource: Voss et al. (2008)
  4. 4. page 4Internal disruptionsAPP.comwww.portstrategy.comExternal disruptionsThe Huffington Post, 2002usnews.nbc.com, 2012TIB,WaSetsail.com
  5. 5. page 5Challenges in disruption mitigationWe need:• Relevant informationsharing• Maintaining safeoperatingenvironment• Satisfying customersand economics• Fast and gooddecisionsWe have:• Insufficient or excessiveinformation• Lack of overview oninterdependencies instandalone departments• Individualistic sense ofurgency and action• Redundant andcontradicting decisions
  6. 6. page 6BACKGROUND:SALOMO PROJECT
  7. 7. page 7SALOMO – Situational Awareness for LOgisticMultimodal OperationsMission:• Empower the terminals in the Port of Rotterdam andtheir hinterland connections by facilitating betterdecisions and planning through increased sharedsituational awareness as well as better trained staffable to flexibly deal with dynamic circumstances.• Develop and test 8 innovations to improve sharedsituational awareness in multi-stakeholder settings7
  8. 8. page 8Shared Situational Awareness: ConceptualFramework for Intermodal Transportation8
  9. 9. page 9SOLUTION APPROACH:GAME DESIGN
  10. 10. page 10Disruption mitigation game•  Disruption scenarios introduced in the game•  Situation deteriorates unless appropriate decisions aretaken•  Decision making to mitigate the effects of disruptions•  Information sharing and communication•  Scoring on individual and overall performance indicators•  Varying levels of information visibility, and communicationoptionsRoledescriptionsVesselplannerResourceplannerControltowerSalesYardplanner
  11. 11. page 11Role description1. Vessel planner•  Plan the unloading and loading of the ship•  Plan the mooring slot for ships•  Reduce ship waiting timesSource: http://www.hine-consultancy.co.uk/Source: Dai, Lin, Moorthy & Teo (2008)
  12. 12. page 12Role description2. Yard planner•  Decides the storage positions for the incoming andoutbound containers in the yard.•  Receiving outbound containers of a group for a vessel orunloading of inbound containers.•  The yard planner is responsible for sufficient stack capacityto maintain overall performance.Source: sciencedirect.com
  13. 13. page 13Role description3. Control tower•  Gives permissions for operations that are outsidethe existing plans.•  Control tower keeps track of operations
  14. 14. page 14Role description4. Sales•  Responsible for the bookings and financial transactionsbetween the clients and the terminal•  Arrange alternatives to clients during disruptions ofcontainer flow in and out of the terminal.•  They need to keep the customer informed at all time, andresponsible for customer satisfaction.
  15. 15. page 15Role Description5. Resource planner•  Assign resources to each vessel planned for your terminalresources per shift planned for gangs•  Get an overview of all resources demanded for per time slotover the next days or weeks•  Equipment allocation•  Quay cranes, automated guided vehicles, gantry cranes,reach stackersSource:arl-shipzine.com
  16. 16. page 16Game piecesBoards• Individual game boards• Overall game boardsCards• Information cards• Decision cards• Joker cards• Game leader score cardsItems• Pawns• Rolling dice• Stopwatch• Communication tokens
  17. 17. page 17Basic game rules•  Game leader orchestrates thegame•  5 rounds, 1 decision to be madeeach round•  Information cards can becommunicated (phone, e-mail,meetings)•  Costs and chances ofcommunication•  Choose between two decisionoptions or use joker•  After every round the game leaderannounce your score based onyour decision•  Individual and overallperformance indicators•  Individual scores for eachrole, contribute to overallscores•  Overall performanceindicatorsSafetyPerformanceCustomer satisfactionScoring
  18. 18. page 18An impression of game play
  19. 19. page 19MOBILE GAME DESIGN
  20. 20. page 20Mobile game design requirements• Follow board game process• Multi-role design• Individualized event notifications• Individual decisions causingcommon effects• Cross-role dependencies• Communication means
  21. 21. page 21PLATFORM SELECTION:ARLEARN
  22. 22. page 22ARLearn – A platform for multi-user, multi-rolemobile learning gamesCore platform:• Event-based actionmodel• Support for teamsand multi-players• Dependencymodelling• Game processautomationAdditional benefits:• Authoringenvironment• Event tracking forlater analysis• Available throughstandard appdistribution chanels
  23. 23. page 23Game design level 1: individual decisions
  24. 24. page 24Game design level 2: additional communicationphase
  25. 25. page 25SALOMO Game realized in ARLearn
  26. 26. page 26Mobile game results• Game playable with five players / five devicesper team simultaneously• No game leader needed, game process isautomated• Realistic event notification behaviour (SMS,call): players receive information like theyusually do on their phone• Realistic isolation impression: players can belocally distributed in different rooms
  27. 27. page 27Thank you!@rklemkeroland.klemke@ou.nlwww.linkedin.com/in/rolandklemke

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