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Sökning: WFRF:(van Laere Joeri) > (2020-2024)

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1.
  • de Wijse-van Heeswijk, Marieke, et al. (författare)
  • Case Study Report on Facilitation Interventions to Increase Learning Effectiveness in Game Simulations
  • 2023. - 1
  • Ingår i: Simulation for Participatory Education. - Cham : Springer. - 9783031210105 - 9783031210112 ; , s. 87-114
  • Bokkapitel (refereegranskat)abstract
    • Two extreme case studies are highlighted in this follow-up chapter (this is a practical case study following up on Chap. 4 with a theoretical base) on how facilitators can enhance learning via interventions. Case study 1 consists of a positive open simulation game (learning results and goals achieved), containing optimized conditions for learning and several facilitated interventions per game phase. The open simulation game case study delivered learning early on in the gameplay and resulted in mainly third-order learning (learning to learn, a well-developed role perspective on how one can add value from their role). Case study 2 consists of a negative rule-based simulation game (goals were not achieved, few learnings) with diminished learning conditions and the lack of impact of facilitated interventions per game phase. The learning results of the negative case study 2 were limited because participants did not perceive the game as useful and experienced the mainly content-oriented interventions by the facilitator not as helpful. The extraneous cognitive load resulting from the gameplay disturbed the effect of the process interventions by the facilitator, so participants did not learn from the guidance the facilitator tried to provide. Discussing these two opposite extreme case studies provides an overview of what conditions favour learning and what interventions contribute to learning. In the previous chapter, it was highlighted that facilitators can enhance learning complexity reduction (or attenuation) and skill enlargement (amplification). In the case studies, the types of interventions performed are highlighted and explained so they provide two contextualized examples of how interventions added or left out have effect on learning combined with the internal conditions of the rule-based and the open simulation game.
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2.
  • van Laere, Joeri, 1974-, et al. (författare)
  • Complexifying Facilitation by Immersing in Lived Experiences of on-the-fly Facilitation
  • 2021
  • Ingår i: Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 52:3, s. 346-363
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Describing the role of a facilitator often results in to-do lists resembling a recipe or a laundry list to follow. Such lists fail to grasp the inherent complexity of facilitation and are not very useful in guiding facilitators when, why and if they should intervene in the unfolding live performance of that day.Aim: To develop a deeper understanding of on-the-fly facilitation by analyzing rich empirical accounts of in-situ facilitation episodes.Intervention:Six facilitation episodes were through purposeful sampling selected from a body of hundreds of interventions in forty-seven performed crisis management training exercises in Swedish municipalities. Each full-day crisis management simulation-game had between fifteen and fifty participants involving politicians, administrative managers and crisis management staff.Method: An auto-hermeneutical phenomenological analysis of six lived experiences of facilitation episodes was conducted to understand what the facilitator observed and how a facilitation intervention was applied.Results: On-the-fly-facilitation is instantaneous, but draws simultaneously on awareness of the past, present and future. Facilitation needs are foreseen during design and they influence current attentiveness and coaching. Unfolding game-play needs to be grasped quickly. Potential future consequences of intervening or not intervening are evaluated within a limited window of opportunity. Due to these circumstances, facilitation is multi-skilled, arbitrary and fallible. Such muddiness of on-the-fly facilitation requires courage from the facilitator.Conclusions: In order to better understand how facilitation skills and roles actually are performed, the facilitation literature desperately needs a larger number of rich empirical accounts of interesting in-situ facilitation. Elaborate analysis of such lived experiences could develop understanding as to how available skills, situational circumstances as well as the unfolding interaction between players and facilitators actually develop into a facilitation intervention. This could generate more complex theoretical understanding of how to apply facilitation skills, in addition to theories that list what skills a facilitator should master.
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3.
  • Aggestam, Lena, et al. (författare)
  • How to Apply and Manage Critical Success Factors in Healthcare Information Systems Development?
  • 2023
  • Ingår i: Systems. - : MDPI. - 2079-8954. ; 11:9
  • Tidskriftsartikel (refereegranskat)abstract
    • Studies on Critical Success Factors (CSFs) in Healthcare Information Systems (HIS) development projects have traditionally often been limited to retrospectively identifying CSFs in a finished project. In this paper, we focus on how to prospectively apply and manage CSFs in HIS projects. Based on a holistic perspective and systems thinking, an inductive research strategy was applied and a single in-depth case study was conducted. The findings include detailed descriptions that contribute to further understanding of how to prospectively apply and manage CSFs in HIS projects. The analysis reveals that CSFs must be applied differently and managed on various system levels. Furthermore, it shows how interactions exist between different system levels, both in the case of a specific CSF and between different CSFs on various system levels. Our analysis framework and findings indicate new directions for future research: how to prospectively apply and manage CSFs in HIS development projects can now be investigated both in a more holistic way and more in detail. Finally, healthcare practitioners can use the descriptions as practical checklists for guiding them in how to realize situational adaptation of CSFs in HIS projects across different system levels.
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4.
  • Alkusaibati, Wael, 1990- (författare)
  • Digitalized Co-production of Emergency Response : Using Volunteers as First Responders
  • 2024
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Contemporary global challenges like global warming, rapid urban development, and the current unstable security situation, lead to an increase in large-scale crises (e.g., forest fires) alongside frequent smaller emergencies (e.g., house fires and traffic accidents). The increase in emergencies strains professional response organizations, necessitating additional resources. Civilian volunteers are therefore increasingly being integrated into the response system. The development is mediated by information and communication technologies (ICTs) which enable communication between professional responders (e.g., the municipal rescue services, the emergency medical services, the Public Swedish Answering Point) and citizens. While many studies focus on spontaneous volunteer activities emerging on social media, fewer examine organized volunteerism initiatives at the local emergency response level. Over a decade ago, a municipal rescue service in northern Sweden established an initiative recruiting volunteers as first responders and equipping them with basic response tools. The volunteers undergo training in tasks such as cardiopulmonary resuscitation (CPR) and fire extinguishing. They are dispatched to predefined response tasks using simple ICT applications like SMS lists or mobile apps. This initiative has expanded to other areas due to perceived benefits such as shorter response times and reduced casualties and material damage. The phenomenon can be labelled as an emerging form of ICT-enabled or digitalized co-production of public services. However, previous research indicates a research gap in understanding, describing, and defining this type of co-production. The overall aim of the thesis is to describe how these ICT-enabled initiatives emerge and develop over time and identify the related effects on the response system. This is expected to provide recommendations on how they can be developed and supported. This aim is divided into three specific objectives, where each has been addressed through a research paper: 1- identifying how the existing literature describes ICT-enabled/digitalized volunteerism in large- and small-scale emergencies, 2- identifying how these initiatives emerge and operate, and can be maintained in small-scale emergencies, introducing more systematized knowledge on this concept, 3- initially evaluating the contributions of volunteers in the initiatives. Leaning on a case study approach inspired by action research, a combination of data collection methods has been adopted, e.g., a literature review, interviews, and incident reports filled out by volunteers. For the data analysis, the theoretical lens of ICT-enabled/digitalized co-production of public services has been applied. The first paper is a literature review study that examines digitally enabled volunteering activities in crises and small-scale emergencies. It highlights the prevalence of studies on volunteers using social media for crowdsourcing in crises, often termed digitalized volunteerism which entails virtual and, or physical contributions by volunteers to the response efforts. In contrast, fewer studies focus on volunteers' role in local small-scale emergencies, labelled as "hybrid" ICT-enabled or digitalized coproduction. The term hybrid here refers to the loose affiliation of the volunteers where they collaborate with the rescue services but are not officially associated through binding contracts. Hence, they are in between spontaneous and organized volunteerism. Both volunteering modes support professional response systems and display similar needs for steering, financial support, coordination, and integration of ICT artifacts. However, crises require increased coordination to manage uncertainties, risks, and data overload effectively. The second paper presents three models describing the emergence of hybrid digitalized co-production initiatives in urban and rural areas, as defined in Paper 1, along with how national authorities can support them. These models i.e., Rural, Urban, and National consist of three phases: Recruitment, Response, and Maintenance. Each model exhibits distinct characteristics. In rural areas for example, there is a need for more regular training due to low alerting frequency, and the possibility of using simple dispatch ICTs as cost-effective solutions. Conversely, urban areas have more alerts, necessitating more advanced ICTs, with less emphasis on regular training compared to rural areas. At the macro-level, the national model highlights roles that national actors can play such as facilitating a joint Application Programming Interface (API), joint insurance solutions, and an ICT system that can register incoming and active volunteers. The third paper is an initial evaluation of these initiatives at emergency sites, focusing on ICT-enabled dispatch, estimated response times, tasks performed, and collaboration with professionals, to assess the effects of using volunteers. This approach contrasts with previous studies that took an overall perspective and only used qualitative data. A total of 53 incident reports were collected from volunteers, revealing that volunteers arrived before professionals in twothirds of incidents, contributing to an average gain of 5 minutes. Additionally, volunteers performed a broader range of tasks than previously described, and often continued collaboration with professionals on-site, despite the initial expectation of handing over tasks upon the arrival of professional response actors. Also, comparing this data with the rural model from Paper 2, similarities and differences emerged. For instance, there was a higher number of alerts, and the basic ICTs used for dispatch were deemed insufficient, contrary to the model's perception. The thesis’ scientific contribution is a clearer conception of digitalized co-production of, above all, local emergency response as an emerging phenomenon. In the three papers, the ICT dispatch was identified as central and needs further development to enhance this co-production form. The thesis also sheds light on the need to integrate the initiatives into the official governmental frameworks. Furthermore, the thesis provides a primary understanding of how the concept works on the ground and provides an initial evaluation of the effects. In the practical field, the thesis offers insights into the importance of volunteers as additional resources to the official response systems, highlights challenges, hindrances, and enablers, and suggests potential solutions and improvements. Future work will include a further collection of incident reports for more reliable assessments and complementary interviews with volunteers. Also, the potential role of volunteers in larger crises, for example, as part of civil preparedness, will be further explored.
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5.
  • Berggren, Peter, et al. (författare)
  • Coping with large disruptions in the payment system : stakeholder experience from stakeholder workshops and computer based simulation gaming exercises
  • 2020
  • Ingår i: Proceedings of the 2020 the 3rd International Conference on Computers in Management and Business (ICCMB 2020) Session - Computer and Mobile Technology. - New York : Association for Computing Machinery (ACM). - 9781450376778 ; , s. 141-145, s. 141-145
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we describe a work in progress where a mixed methods approach is used to increase insight into what kind of consequences a temporal disruption or total breakdown of the payment system creates for a large variety of societal actors and to increase insight in how their collaborative behaviour can be guided to be more resilient. This approach includes data from different types of data collections; workshop with high-level decisionmakers from involved sectors, interviews with citizens, representatives from the fuel, foods, and finance sectors, as well as experiences from 15 simulation game exercises with stakeholders. The triangulated and aggregated outcomes of the different data collections resulted in a set of recommendations on how to cope with disruptions in the card payment system.
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6.
  • Bergsten, Linnea, et al. (författare)
  • Designing engaging computer based simulation games for increasing societal resilience to payment system
  • 2020
  • Ingår i: Proceedings of the 2020 the 3rd International Conference on Computers in Management and Business (ICCMB 2020) Session - Computer and Mobile Technology. - New York : Association for Computing Machinery (ACM). - 9781450376778 ; , s. 166-172, s. 166-172
  • Konferensbidrag (refereegranskat)abstract
    • Large or lengthy disruptions to the card payment system are threats that can cause crisis in society, especially in countries where other payment options are scarce. This paper presents a study that provides suggestions on how to improve a simulation game used to increase societal resilience to payment system disruptions. Questionnaires and interviews have been used to investigate how 16 participant in crisis exercises experience realism, relevance and validity in such exercises. Suggestions on how to improve the simulation game are provided, such as improvements to the graphical interface and introducing supporting roles from the exercise management.
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7.
  • Johansson, Björn, 1973-, et al. (författare)
  • Empowering resilient crisis response training through purposefully designed boundary objects in a simulation-gaming exercise approach : Supporting ad-hoc team interaction
  • 2021
  • Ingår i: ECCE 2021. - New York, NY : Association for Computing Machinery (ACM). - 9781450387576 ; , s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports on experiences of creating resilience-empowering simulation-gaming exercises concerning disruptions in the payment system. The aim of the exercises was to utilize gaming-simulation as a training environment where teams of practitioners can learn to develop in-depth understanding of systemic interaction (i.e., cascading effects of disruptions) and learn how to develop collaborative resilience across many different critical infrastructures. Interaction between different stakeholders in the payment system, such as business owners, banks, municipality crisis managers are considered as the foundation for building collaborative resilience. Designing the exercises in such a way that they encourage and support such interactions are therefore seen as a primary design goal. This paper describes lessons learned from the process of conducting the 17 exercises in terms of creating a well-balance simulation and an immersive experience. 
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8.
  • Johansson, Björn J. E., et al. (författare)
  • Crisis response during payment disruptions – the themes of TRAMS
  • 2020
  • Ingår i: Proceedings of the 17th ISCRAM Conference. - : Information Systems for Crisis Response and Management (ISCRAM). - 9781949373271 ; , s. 264-275
  • Konferensbidrag (refereegranskat)abstract
    • A qualitative analysis of observation protocols and audio recordings from 14 crisis response exercises has been conducted revealing eight themes reoccurring in multi-disciplinary team discussions about crisis response to large disruptions to the card payment system. The themes were: Coordinate and collaborate, Payment options, Cash circulation, Fuel and transportation, Security, Inform, communicate and the media, Hoarding and rationing, and Vulnerable groups. The analysis suggest that Swedish society is vulnerable to disruptions in the card payment services, largely due to a low diversity in payment options, the lack of prepared back up solutions for payment, and insufficient cash flows to support a cash only scenario. A longer (several days) disruption in the card payment system will demand coordinating mechanisms for information management, available payment options, and preparedness for rapid establishment of cash flows. Today, these mechanisms do not exist. Simulation exercises with stake-holders are an important mean for increasing awareness about these vulnerabilities and the challenges associated with coping with them. © 2020 Information Systems for Crisis Response and Management, ISCRAM. All rights reserved.
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9.
  • Johansson, Ronnie, et al. (författare)
  • On the Definition and Scope of Information Fusion as a Field of Research
  • 2022
  • Ingår i: ISIF Perspectives on Information Fusion. - : International Society of Information Fusion (ISIF). - 2831-4824 .- 2831-4832. ; 5:1, s. 3-12
  • Tidskriftsartikel (refereegranskat)abstract
    • A definition of information fusion (IF) as a field of research can benefit researchers within the field, who may use such a definition when motivating their own work and evaluating the contributions of others. Moreover, it can enable researchers and practitioners outside the field to more easily relate their own work to the field and more easily understand the scope of IF techniques and methods. Based on strengths and weaknesses of existing definitions, a definition is proposed that is argued to effectively fulfill the requirements that can be put on a definition of IF as a field of research. Although the proposed definition aims to be precise, it does not fully capture the richness and versatility of the IF field. To address that limitation, we highlight some topics to explore the scope of IF, covering the systems perspective of IF and its relation to ma-chine learning, optimization, robot behavior, opinion aggregation, and databases.
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10.
  • Larsson, Aron, 1976-, et al. (författare)
  • A Simulation-Game for Resilience Assessments in a Payment System Disruption Scenario
  • 2022
  • Ingår i: International Journal of Knowledge and Systems Science. - : I G I Global. - 1947-8208 .- 1947-8216. ; 13:1, s. 1-25
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a quantitative agent-based simulation model of the everyday payment system used to simulate the business and consumer consequences of loss of functionality, or disruptions of the payment system for the food and fuel retailing markets as well as the bank sector in order to address resilience. The simulation model is used in a gaming simulation approach that couples a role-playing game with the simulation model in order to provide crisis management team-training to decision-makers in a multi-organisational context. Drawing primarily on resilience engineering and crisis response, the concepts of core values, coping strategies, and resilience value networks were used to guide the design of the simulation model. The ultimate aim of this study is to explore the collaborative responses from the key actors during the disruption scenario in order to evoke and facilitate collective resilience.
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