Shalini Kurapati
Delft University of Technology
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Publication
Featured researches published by Shalini Kurapati.
Simulation & Gaming | 2016
Heide Lukosch; Shalini Kurapati; Daan Groen; Alexander Verbraeck
Background. Complex, dynamic systems require flexible workforces with skills and attitudes responding to the dynamic work environment. Traditional, formal classroom-oriented learning approaches often do not sufficiently support the development of such skills and attitudes and do not provide situated learning activities. Aim and Method. We propose the concept of Microgames as an active, situated learning approach. A Microgame is a simulation game that can be played in a short time period and that starts from a specific problem in the organization defined by a problem owner. To illustrate the concept, we introduce a case study with a Microgame called Yard Crane Scheduler. Results. The study’s results indicate that the Microgame used in our study represented an engaging experiential experience. It was able to foster the awareness of the players for interdependent planning tasks. Due to its shortness, the game’s reality is somewhat limited. To compensate for this limitation, a structured debriefing phase enables players to exchange information on successful planning strategies, enhancing the learning experience by a social learning activity. Conclusions. Microgames are a novel approach towards situated, experiential learning. Its limitations, mainly caused by the constrained time for game play, have to be taken into account when defining learning goals. Despite this limitation, the Yard Crane Scheduler Microgame has been evaluated as an engaging and valid tool. Further research will investigate distinct design decisions and learning effects associated with the concept of Microgames.
Simulation & Gaming | 2018
Heide Lukosch; Geertje Bekebrede; Shalini Kurapati; Stephan Lukosch
Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games. Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and approaches, in order to establish games as a valid research tool. Our focus lies on the approach towards the use of games as design instrument; using them as an intervention in a larger, complex context, in order to design this context. With our contribution, we aim at providing insights and recommendations on the design and use of games as valid research tools, the limitations of this use, possible pitfalls, but also best practices. Method. We carried out a literature review of related work to identify the most important scientific concepts related to our approach of game design. Further use of combined quantitative and qualitative case study analyses highlights the design process and results of our own game studies. Results. The analyses yielded a consolidated conceptualization of simulation games as research instruments in complex systems analysis and design. The results also include methods for the evaluation of simulation games, additional evaluation methods, and limitations to use simulation games as research instruments. Conclusions. We propose guidelines for using simulation games as research instruments that may be of value to practitioners and scientists alike. Recommendation. We recommend practitioners and scientists to apply the guidelines presented here in their efforts to analyze and design complex systems.
Archive | 2016
Alexander Verbraeck; Shalini Kurapati; Heide Lukosch
Container terminals decouple the long-distance, high volume deep-sea transport from the short-distance, highly fragmented hinterland transport. As around 65 % of general cargo is shipped in containers, these terminals play a very important role in global trade. Planning and aligning the activities in and around container terminals is quite difficult, even more because of frequent disturbances in the seaside and the landside operations within the transportation network. The theory of Situational Awareness (SA) might help to improve the alignment between planning activities and to increase resilience. SA asks, however, for a different way of working and communicating. Awareness and practice sessions are needed to train managers and planners to use the SA concepts. The Dinalog project SALOMO has developed tools and serious games to serve as a training, learning, and “try-out” tool for students and practitioners to gain experience in Situational Awareness, alignment of planning activities, and in dealing with disturbances in and around container terminals. This chapter discusses the Situational Awareness framework, on which the tools and games have been built, as well as first experiences in using these tools and games.
International Conference on Games and Learning Alliance | 2016
Heide Lukosch; Shalini Kurapati; Geertje Bekebrede; Simon Tiemersma; Daan Groen; Linda van Veen; Alexander Verbraeck
With more flexible and large-scale learning environments, new design requirements for games emerge. Massive Open Online Courses (MOOCs) are one of the most important innovations in the learning field. Still, it is a challenge to motivate learners and to keep them motivated in such huge learning environments. To address this challenge, we redesigned a board game targeting at an integrated view on disruption and communication management in an intermodal transportation situation. From the redesign, we have learned that an online game works better with fewer roles, requires immediate feedback, and an engaging way of challenge to keep players motivated. Our findings can inform the design of games for large groups of players in an online environment.
international conference on learning and collaboration technologies | 2015
Roland Klemke; Shalini Kurapati; Heide Lukosch; Marcus Specht
Klemke, R., Kurapati, S., & Kolfschoten, G. (2013, 6 June). Transferring an educational board game to a multi-user mobile learning game to increase shared situational awareness. In P. Rooney (Ed.), Proceedings of the 3rd Irish Symposium on Game Based Learning (pp. 8-9). Dublin, Ireland. Please see also http://hdl.handle.net/1820/4970
EC-TEL | 2015
Roland Klemke; Shalini Kurapati; Heide Lukosch; Marcus Specht
This paper reports on an iterative design process for a serious game, which aims to raise situational awareness among different stakeholders in a logistics value chain by introducing multi-user role-playing games. It does so in several phases: After introducing the field of logistics as a problem domain for an educational challenge, it firstly describes the design of an educational board game for the field of disruption handling in logistics processes. Secondly, it describes how the board game can be realized in an open-source mobile serious games platform and identifies lessons learned based on advantages and issues found. Thirdly, it derives requirements for a re-design of the mobile game and finally draws conclusions.
International Journal of Game-Based Learning archive | 2016
Heide Lukosch; Daan Groen; Shalini Kurapati; Roland Klemke; Alexander Verbraeck
This study introduces the concept of microgames to support situated learning in order to foster situational awareness SA of planners in seaport container terminals. In todays complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container terminal represents an important, complex node in the multimodal transportation of goods. Many operations have to be planned in order to ensure a high performance of the whole system. To evaluate the relation between SA and planning task performance, the authors conducted tests with 142 participants. They evaluated the role of SA in integrated planning activities, and the playability and usefulness of the microgame. In conclusion, the authors can state that SA is very conducive to integrated planning tasks in container terminal operations. The microgame approach allows for an enjoyable game activity, while providing a meaningful situated learning experience towards SA.
Transportation Research Record | 2018
Ioanna Kourounioti; Shalini Kurapati; Heide Lukosch; L.A. Tavasszy; Alexander Verbraeck
In this paper we discuss the application of simulation gaming to study the behavior and decision making of stakeholders when confronted with complex transportation problems. The problem we tackle is synchromodal transportation. Synchromodality requires the vertical and horizontal collaboration of stakeholders in all the levels of decision making. To facilitate this, we develop four games designed in a way that meets the needs of decision makers in each level. We present both board and digital games and the results from the first gaming sessions with Dutch supply chain and logistics professionals.
ieee international conference on models and technologies for intelligent transportation systems | 2017
Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Lorant Tavaszzy; Alexander Verbraeck; Linda van Veen; Bas van Nuland
Rail is a cost-effective and environment friendly freight transport modality when used efficiently. Stakeholders around Dutch ports are discouraged to choose rail due to uncertain train schedules and the dispersed nature of freight flows across terminals in the port. To understand the challenges and opportunities of freight transport using rail, we used a combined approach of modelling and simulation gaming as participative research method. In addition to a simulation game, we developed a metamodel to simulate all possible choices of the players in the game. We designed and executed simulation gaming sessions with professionals and students. Within these sessions, we collected data in the form of surveys and in-game observations on the behaviour of the players. We compared and contrasted the results of the metamodel with those of the gaming sessions. The main contribution of the research is the provision of a deep insight into the challenges and opportunities offered by efficient transportation of containers using rail. The combined approach allows us to assess the effectiveness of various incentives to consolidate freight, promote intermodal transportation and to encourage the development of efficient services for rail freight transport.
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | 2017
Shalini Kurapati; Maria Freese; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Thijs Smit; Jaco van Meijeren; Bas van Nuland; Linda van Veen
Transportation systems are complex yet vital infrastructures. Different stakeholders have to work together to guarantee the most efficient traffic of humans and goods. Challenges that stakeholders face in such infrastructure systems, like divergent interests and attitudes, make it hard to predict behaviour. To understand the complex systems including the behaviour of the stakeholders, it is relevant to model decision-making processes. For this reason, simulation games were developed. The present article focuses on two different case studies. Both are studies in which board games were used. After explaining each case study, a comparative section follows to give an overview about advantages and disadvantages of the use of board games in the transportation sector.