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This is a manual on supervision with video recordings and role-play. The manual provides points of reference for reflecting in a team on the implementation of the work and learning from each other by means of video recordings and role-play. We know that the quality of the care provided is directly related to the outcomes for clients. And we know that learning from each other helps to improve this quality. Using this manual, a team can get to work on this.
Aim. Although cultural dimensions theory is a topical strand of quantitative cultural research, few intercultural simulation games use it. We present the design and review of the application of OASISTAN, an intercultural role-playing simulation game that is specifically based on cultural dimensions theory. Method. OASISTAN was first designed in 1999 for use in Master’s courses on cross-cultural management at Delft University of Technology in the Netherlands, attracting 20-23 year old students with a Bachelor degree in engineering and from various cultural backgrounds. Since its first design the game has been played approximately 45 times at Delft University of Technology in the Netherlands and three times at Harbin Institute of Technology in China in the years 2006-2008. We reviewed their experiences designing and facilitating OASISTAN since 1999. Results. The game has a no-tech role-play design and revolves around the geopolitically complex region of the Caspian Sea, specifically the fictional country of ‘Oasistan’. The game consists of students forming small teams of Oasistani, Western and non-Western public/private actors collaborating with each other to try and reach the common goal of oil exploration and production in this country. In total 15-30 students were involved. We found that OASISTAN allowed its players not only to intensely experience the difficulty and awkwardness of being confronted with cultural differences, but also to interpret and understand these differences through cultural dimensions. Students who played OASISTAN identified ten out of the 12 dimensions by Maleki and De Jong. The two dimensions that students were not able to identify are uncertainty avoidance and collaborativeness. Conclusion. OASISTAN shows how a game design field (i.e., intercultural simulation gaming) can be reinvigorated in light of new or updated scientific theories pertaining to the field’s subject matter (i.e., cultural dimensions). Several opportunities for future research are identified.
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School-university research networks aim at closer integration of research and practice by means of teacher research. Such practice-oriented research can enhance teachers' professional knowledge development, and can benefit both schools and university. This paper reports on 21 participants of a school-university research network embedded in a Master's program. The main question was: which aspects of a school-university research network play a role in processes of developing, sharing and using knowledge based on research by Master's students? 15 network aspects were distinguished, which together provide a useful framework for better understanding and further study of knowledge processes in school-university research networks.
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The MSP (Marine Spatial Planning) Challenge Simulation Platform uses game technology and role-play to support communication and learning for Marine and Maritime Spatial Planning. Since 2011, a role-playing game, a board game and a digital interactive simulation platform have been developed. The MSP Challenge Simulation Platform editions have been used in workshops, conferences, education, as well as for real life stakeholder engagement. The researchers give an overview of the development of the MSP Challenge Simulation Platform and reflect on the value of the approach as an engaging and ‘fun’ tool for building mutual understanding and communicating MSP. We apply MSP Challenge Simulation Platform in workshops and demos to help develop a global learning MSP community. Funding: NorthSEE, Baltic LINes, the Scottish Government, thanks to SIMCelt.