Cecilia Hammar Wijkmark, & Ilona Heldal. (2020). Virtual and Live Simulation-Based Training for Incident Commanders. In Amanda Hughes, Fiona McNeill, & Christopher W. Zobel (Eds.), ISCRAM 2020 Conference Proceedings – 17th International Conference on Information Systems for Crisis Response and Management (pp. 1154–1162). Blacksburg, VA (USA): Virginia Tech.
Abstract: Computer and virtual simulation-based training (CST) offer several benefits for emergency response and management preparedness. However, organizations responsible for training are often hesitant to use CST, based on cost and perceived lack of benefit when compared to live simulation training (LST). This paper investigates how CST can complement LST, and how it contributes to achieving the necessary learning objectives for level one fire and rescue service incident commanders (ICs). Data and examples come from an experimental study with students from different fire and rescue services trained in the role of the IC in LST and CST, in a similar scenario. Results show the cost and benefits of the CST implementation based on evaluations from learners, instructors and responsible managers. Participants had a positive attitude towards using virtual simulations, but the results also point to barriers regarding the suitable design of learning scenarios and implementation.
|
|
Ilona Heldal, & Cecilia Hammar Wijkmark. (2017). Simulations and Serious Games for Firefighter Training: Users' Perspective. In eds Aurélie Montarnal Matthieu Lauras Chihab Hanachi F. B. Tina Comes (Ed.), Proceedings of the 14th International Conference on Informatin Systems for Crisis Response And Management (pp. 868–878). Albi, France: Iscram.
Abstract: Simulation and serious games (SSG) are advocated as promising technologies supporting training in emergency management (EM). Based on an investigation of SSG use for fire fighter training in nine countries, this paper is examining key elements and success factors that can counteract potential obstacles and challenges of SSG implementation. Data comes from interviews and observations with users and responsible managers from user organizations. By contrasting the different incentives and views regarding the SSG use, this paper contributes to a better understanding of SSG integration into organizational practices. Only by connecting the local, organizational strategies and user requirements with technical values and concrete examples can the SSG usage be experienced as successful. This connection requirement is by far not obvious since values are formulated differently by the main stakeholders and the benefits at one organization are not necessarily the same as at another. In this context, the added values of SSG solutions need to be more explicitly connected to the goals of traditional classroom and live training.
|
|
Brian Tomaszewski, David Schwartz, & Joerg Szarzynski. (2016). Crisis Response Serious Spatial Thinking Games: Spatial Think Aloud Study Results. In A. Tapia, P. Antunes, V.A. Bañuls, K. Moore, & J. Porto (Eds.), ISCRAM 2016 Conference Proceedings ? 13th International Conference on Information Systems for Crisis Response and Management. Rio de Janeiro, Brasil: Federal University of Rio de Janeiro.
Abstract: We present work on developing and evaluating a serious GIS spatial thinking game called SerGIS. We conducted a spatial think-aloud study with ten participants new to crisis response who used SerGIS with a coastal city hurricane scenario. Four themes emerged from participant responses: processes of reasoning, tools of representation, overlay and dissolve operation, and geographic information concept learning and knowledge gaps. The first three themes match directly with the spatial thinking theory and evaluation underlying SerGIS. The fourth theme identified addresses GIS and spatial thinking crisis response educational issues. Furthermore, statistical evidence indicates there is likely a relationship between participants from spatially-oriented backgrounds (but with no GIS experience) performing better with SerGIS than participants from non-spatial backgrounds. Finally, we found that with a game scenario based on established disaster management practitioner literature, participants could focus on spatial thinking tasks and not be limited by understanding the game scenario itself.
|
|
Telmo Zarraonandia, Victor A. Bañuls, Ignacio Aedo, Paloma Díaz, & Murray Turoff. (2014). A scenario-based virtual environment for supporting emergency training. In and P.C. Shih. L. Plotnick M. S. P. S.R. Hiltz (Ed.), ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management (pp. 597–601). University Park, PA: The Pennsylvania State University.
Abstract: Simulation exercises are particularly popular for training in emergency situations. Exercises can vary in their degree of realism, complexity and level of stress, but they all try to reproduce a scenario of a real emergency so that each participant simulates the actions carried out for the role they should play. They not only support effective and situated learning, but they can also serve to improve the plan by allowing the identification of weak points and potential drawbacks in it. To facilitate the design and implementation of 3D virtual environments in which training exercises can be conducted, in this paper we propose to use the Cross-Impact Analysis technique in combination with an educational game platform called GRE. We also present a Simulation Authoring Tool that allows the designer to carry out the integration of the knowledge captured by means of Cross-Impact into the game designs that GRE can interpret.
|
|
Shalini Kurapati, Gwendolyn Kolfschoten, Alexander Verbraeck, Thomas M. Corsi, & Frances Brazier. (2013). Exploring shared situational awareness in supply chain disruptions. In J. Geldermann and T. Müller S. Fortier F. F. T. Comes (Ed.), ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management (pp. 151–155). KIT; Baden-Baden: Karlsruher Institut fur Technologie.
Abstract: Risk and volatility in the form of political issues, natural disasters, terrorism etc., are impending dangers to the normal functioning of today's world. Supply Chains (SCs) are the backbone to societal functions and are heavily affected when such events occur. SC professionals have limited preparedness to deal with disruptions. Shared Situational Awareness (SSA) by means of information sharing, coordination and collaboration among SC partners, can significantly improve the recovery capacity of supply chains from disruptions. To prepare SC professionals for disruptions, a serious game (a tabletop board game) has been developed. The game serves both as an instrument to explore SSA during disruptions and as a training tool for SC practitioners. The paper discusses the design, development and applicability of the serious game based on an SSA framework in multistakeholder systems.
|
|