|Interactive sessions & Workshops|
Interactive session - Prof. Jan H.G. Klabbers, KPMC, The Netherlands
"Design Studio: A Self-Organizing approach"
Based on the ideas presented during the keynote “Framing Change: Reflection-in-Action”, I will discuss various conceptual tools that will support game development in a practical setting. The participants are subsequently invited to assume a game designer’s role while focusing on a case concerning organization and management development of a globally operating company. They enact a game design studio, and frame the conceptual tools with the purpose to facilitate the self-organizing capacities of the company involved to innovate, and to sustain and improve continuity in a volatile global business environment.
Workshop - Martjin Koops, Hogeschool Utrecht, Faculty of Education, The Netherlands
"The game’s task in the learning process"
In the workshop we focus on the ingredients of a training or lesson that makes use of an educational game or simulation. We will figure out what the key ingredients are for different types of learning goals. Together we create a rich overview of different approaches towards specific learning goals.
After the workshop you will be able to identify key features for specific learning games. By following the simple steps of the SGLM you will able to analyze educational games. The result of the workshop will be an inventory of many different suggestions to set up game lessons that serve specific goals. We will collect all the input and report it back to the participants after the conference.
Workshop - Prof. Willy Christian Kriz, University of Applied Sciences Vorarlberg, Austria
"SysTeamsChange®- Change Management Simulation Game"
In the session we will describe the models and objectives of a change management simulation game. SysTeamsChange ® was designed by Willy C. Kriz and Hanja Hansen. The game was designed as an interactive education and training tool for preparing change agents and executives for change management and organizational development processes. The game is based on experiences from real change projects, research on organizational development and several theories, e.g. approaches on Learning Organizations (Senge, Argyris etc.), theories on resistance, leadership and motivation in change processes (Kotter etc.), theories on diffusion of innovation and adopter types (Rogers etc.), models on phases of change processes, effective change strategies and change actions (Lewin, Lippitt etc.). SysTeamsChange simulates in 3-5 rounds of play a company in a change process (a total of 8-18 hours time is needed; playing time of about 6 hours, debriefing and additional modules 2-10 hours). In total 26 actors with different functions within the company are simulated. The players take the roles of change agents (4-6 players per team and 4-6 teams can take part in a session). Players can use 40 different change actions to manage the change process under budget restrictions and time pressure and to lead the simulated actors through different phases (from shock and resistance to sustainable integration of new work flow processes and structures within the simulated organization). The game is a board game in combination with a computer simulated model. In the session we will play out some decisions, debrief and discuss the game from the perspective of players. In addition we will have a meta-debriefing, discussing design principles and game didactics from the perspective of game designers, trainers and educators.
Workshop - Markus Ulrich, Simón Schwarz & Yves Gärtner, UCS Ulrich Creative Simulations GmbH, Switzerland
"Simulation Game napuro on Corporate Sustainability"
The simulation game napuro is set in the near future. Various competing companies produce and sell cleaning robots in hard-fought markets. How do the companies face the luring risks? Do increasing prices and scarce resources become a risk for the company? Do they suddenly find themselves under critical attention of NGOs because of child labour in the production plants of their suppliers? Or, the other way around, do the companies recognize the new opportunities arising from innovations, societal trends and evolving customer demands? This is the story of napuro in short. The simulation game presents sustainability as a comprehensive management system to protect against risks, and for the early detection of entrepreneurial opportunities. Participants of this workshop will take part in a demonstration run of the napuro. They will get an impression of the simulation game, and the practical implication of the underlying model, the UCS model of corporate sustainability. There will be room for discussion of the model, the design principles applied, and further issues of interest. Simulation game characteristics: duration 1/2 day; 8-24 participants; qualitative model without computer support; target audience: managers and employees in service and production companies, public administrations, non-profit organisations, universities.
Interactive session - Leif Sørensen, Relation Technologies, Denmark
"Presentation of MINDSETTER"
Mindsetter is a learning game for teaching change management. Specifically, the game aids its participants in developing an operational understanding of Maurer’s theory on handling resistance towards change and Kotter’s theory on planning and completing change projects. The game places emphasis on helping the participants in understanding and handling the combined challenge of both handling employee resistance and facilitating project progression. The game is played in phases, allowing game administrators to focus on particular periods in a change process. The game is also played across different game-media, using e.g. role-play to provide particular images on resistance and resistance handling, a floorboard for teaching an operational understanding of theory, and a computer simulation for providing training grounds for practicing the use of the theories involved. In addition, Mindsetter uses a range of tools for helping participants in subsequently using the theory for planning and executing particular change projects.
Mindsetter is designed for accommodating 4-40 participants, although optimal results are achieved with groups of 6-25 participants. The game can either be played in a 2-hour session mode, emphasining one or two steps in a change process, as a 2-day event, allowing participants to study change resistance across a whole change project while planning their own, subsequent or ongoing change projects, or it can be played in a 6-month enterprise mode, which runs in parallel with actual change projects in an organization. Participants make all analysis and decisions while in the classroom, and while some time is available for analyzing the participants’ change projects, the handling of those projects is to be taking place after the game.
To ease the use of Mindsetter, the game materials are fitted into a trolley small enough to go as hand luggage on a plane. The game-administrator uses a laptop and a projector for running the game. The computer simulation runs from the participants’ computers, but as the game is played in groups, only one participant computer is required pr. 4 participants. Mindsetter requires MS Silverlight to run, which can be downloaded by visiting simulator.mindsetter.dk
To make the best use of Mindsetter, it is to be played in a large room. The floorboard is 2,8 meters across, and the optimal setup is to place this in the middle of the room, placing 4-5 group tables with chairs around it with plenty of space for the participants to move around.
This session will focus on the reinforcement phase after the game has been played, in order to present a way off extending and combining learning technologies where game is one part of a whole concept. The Mindsetter game will be introduced in order to show the full scale off Mindsetter. But we will focus on trying to get your own project in center og the presentation. Please bring your our pc (with Google Chrome installed) , IPAD or iPhone if you want to try to work on your own project.