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Dr. Geertje Bekebrede
Delft University of Technology, Faculty Technology, Policy and Management, Department Multi Actor Systems, PO Box 5015, 2600 GA Delft, The Netherlands

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0 Energy
0 Serious Games
0 Simulations
0 Transitions
0 urban development

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urban development

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Chapter
Published: 07 May 2020 in The Future of Local Self-Government
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In this chapter, we show how simulation gaming can be used to experiment freely in urban development and how a variety of urban stakeholders learn about these developments in a complex environment. Simulation gaming is especially useful when the issue is a problem in a complex multi-actor system, in which sociopolitical complexity and technical design complexity need to be studied in an integrated and dynamic fashion. The Go2Zero game about the energy transition process at the local level was used to illustrate learning about the energy transition process at the local level. Based on this study, we conclude that participants of Go2Zero particularly learned about the interaction between stakeholders, working together, and the dynamics of intervention of each individual stakeholder at the system level. This chapter also discusses the factors that are critical in making simulation gaming successful. These are: the validity of the game, clarity about the issue at stake, the role of the client and the facilitator, the right number of players in a session, the creation of a safe environment to experiment freely and share knowledge, and a fair gaming session.

ACS Style

Geertje Bekebrede. Urban Gaming: Learning About the Energy Transition at the Local Level with Go2Zero. The Future of Local Self-Government 2020, 307 -329.

AMA Style

Geertje Bekebrede. Urban Gaming: Learning About the Energy Transition at the Local Level with Go2Zero. The Future of Local Self-Government. 2020; ():307-329.

Chicago/Turabian Style

Geertje Bekebrede. 2020. "Urban Gaming: Learning About the Energy Transition at the Local Level with Go2Zero." The Future of Local Self-Government , no. : 307-329.

Journal article
Published: 24 July 2018 in Sustainability
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The depletion of fossil fuel sources for our energy system and the influence on overall CO2 emissions drive the need to more sustainable energy systems. The transition towards a renewable energy system cannot be seen as a purely technical issue; it is strongly embedded within society. In this study, we analyze the stakeholder complexities of the transition in urban districts and research the use of a simulation game to increase the understanding of the complexity of the transition. Surveys and observations were used to collect data about the learning experiences of playing the game GO2Zero. The results show that participants liked to play the game and they considered the game a valid representation of the system. Further, the participants agree that they obtained a better understanding of the complexity of the residential energy system and experienced a variety of challenges in the transition. Simulation games, like GO2Zero, could become valuable instruments in local energy transition processes as they offer a safe environment for novices and experts to jointly experiment with the challenges in this process. These experiences could support the design of the transition process by helping actors to formulate goals and collaborative strategies for achieving those goals. Future research will focus on the use of this game for experimenting with different strategies and instruments and to analyze their effects.

ACS Style

Geertje Bekebrede; Ellen Van Bueren; Ivo Wenzler. Towards a Joint Local Energy Transition Process in Urban Districts: The GO2Zero Simulation Game. Sustainability 2018, 10, 2602 .

AMA Style

Geertje Bekebrede, Ellen Van Bueren, Ivo Wenzler. Towards a Joint Local Energy Transition Process in Urban Districts: The GO2Zero Simulation Game. Sustainability. 2018; 10 (8):2602.

Chicago/Turabian Style

Geertje Bekebrede; Ellen Van Bueren; Ivo Wenzler. 2018. "Towards a Joint Local Energy Transition Process in Urban Districts: The GO2Zero Simulation Game." Sustainability 10, no. 8: 2602.

Conference paper
Published: 26 May 2018 in Privacy Enhancing Technologies
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Cities face a challenging task in reducing CO2 emissions. Multiple technical solutions on district level as well as household level are available; multiple stakeholders with different values and possibilities to intervene are involved; and their actions highly influence the performance. To get a better understanding of these complexities and to contribute to a community-based transition process towards a CO2 city, a simulation game was developed. This game, GO2Zero, represents an abstract district that is challenged to reduce the CO2 emission to zero. Multiple stakeholders take actions, observe the challenges, and deal with these challenges with the final objective a sustainable district. This paper illustrates the first sessions with this game and show that different strategies of stakeholders lead to different challenges, ways to solve these, and a variety of outcomes.

ACS Style

Geertje Bekebrede; Ellen van Bueren; Ivo Wenzler; Linda Van Veen. Challenges in the Transition Towards a Sustainable City: The Case of GO2Zero. Privacy Enhancing Technologies 2018, 67 -74.

AMA Style

Geertje Bekebrede, Ellen van Bueren, Ivo Wenzler, Linda Van Veen. Challenges in the Transition Towards a Sustainable City: The Case of GO2Zero. Privacy Enhancing Technologies. 2018; ():67-74.

Chicago/Turabian Style

Geertje Bekebrede; Ellen van Bueren; Ivo Wenzler; Linda Van Veen. 2018. "Challenges in the Transition Towards a Sustainable City: The Case of GO2Zero." Privacy Enhancing Technologies , no. : 67-74.

Conference paper
Published: 26 May 2018 in Privacy Enhancing Technologies
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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.

ACS Style

Shalini Kurapati; Maria Freese; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Thijs Smit; Jaco Van Meijeren; Bas Van Nuland; Linda Van Veen. Attitude Measurement with Board Games in Transportation Nodes. Privacy Enhancing Technologies 2018, 148 -157.

AMA Style

Shalini Kurapati, Maria Freese, Ioanna Kourounioti, Heide Lukosch, Geertje Bekebrede, Thijs Smit, Jaco Van Meijeren, Bas Van Nuland, Linda Van Veen. Attitude Measurement with Board Games in Transportation Nodes. Privacy Enhancing Technologies. 2018; ():148-157.

Chicago/Turabian Style

Shalini Kurapati; Maria Freese; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Thijs Smit; Jaco Van Meijeren; Bas Van Nuland; Linda Van Veen. 2018. "Attitude Measurement with Board Games in Transportation Nodes." Privacy Enhancing Technologies , no. : 148-157.

Research article
Published: 08 May 2018 in Simulation & Gaming
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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.

ACS Style

Heide Karen Lukosch; Geertje Bekebrede; Shalini Kurapati; Stephan Lukosch. A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems. Simulation & Gaming 2018, 49, 279 -314.

AMA Style

Heide Karen Lukosch, Geertje Bekebrede, Shalini Kurapati, Stephan Lukosch. A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems. Simulation & Gaming. 2018; 49 (3):279-314.

Chicago/Turabian Style

Heide Karen Lukosch; Geertje Bekebrede; Shalini Kurapati; Stephan Lukosch. 2018. "A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems." Simulation & Gaming 49, no. 3: 279-314.

Journal article
Published: 01 January 2017 in Transportation Research Procedia
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Synchromodal transport has the potential to offer flexible, reliable, cost-effective and sustainable freight transportation by enabling real-time switching between transport modes. Given the numerous stakeholders and network interdependencies within freight transport corridors, achieving efficient coordination and management is complex. Multiple stakeholders need to make consistent decisions under dynamic and time-pressed operational situations. Such situations request efficient information sharing, role awareness, optimization of services and assets in freight transport corridors. Situation Awareness (SA) has been proven as essential prerequisite for decision-making under dynamic operational situations. In this research, we aim to explore the decision choices and behavior of stakeholders related to synchromodal corridor management at various levels of SA. For this purpose, we developed a simulation game called ‘Modal Manager’ comprising logistic service providers and infrastructure managers. The participants of the game take over the role of infrastructure managers. They have to cooperate to solve several disruptions and incidents in a flexible way ensuring the time-efficient and reliable transportation of containers while maintaining the optimal utilization of the network. Our research study around the game includes a session consisting of briefing, game play and debriefing with transport professionals in the private and public sector in the Netherlands. The game results are expected to shed light on decision-making, information sharing strategies and interventions made by infrastructure managers for efficient synchromodal corridor management.

ACS Style

Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Lóránt Tavasszy; Alexander Verbraeck; Daan Groen; Jaco Van Meijeren; Layla Lebesque. The role of Situation Awareness in Synchromodal Corridor Management: A simulation gaming perspective. Transportation Research Procedia 2017, 27, 197 -204.

AMA Style

Shalini Kurapati, Ioanna Kourounioti, Heide Lukosch, Geertje Bekebrede, Lóránt Tavasszy, Alexander Verbraeck, Daan Groen, Jaco Van Meijeren, Layla Lebesque. The role of Situation Awareness in Synchromodal Corridor Management: A simulation gaming perspective. Transportation Research Procedia. 2017; 27 ():197-204.

Chicago/Turabian Style

Shalini Kurapati; Ioanna Kourounioti; Heide Lukosch; Geertje Bekebrede; Lóránt Tavasszy; Alexander Verbraeck; Daan Groen; Jaco Van Meijeren; Layla Lebesque. 2017. "The role of Situation Awareness in Synchromodal Corridor Management: A simulation gaming perspective." Transportation Research Procedia 27, no. : 197-204.

Conference paper
Published: 23 November 2016 in Transactions on Petri Nets and Other Models of Concurrency XV
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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.

ACS Style

Heide Lukosch; Shalini Kurapati; Geertje Bekebrede; Simon Tiemersma; Daan Groen; Linda van Veen; Alexander Verbraeck. Design Considerations for Building a Scalable Digital Version of a Multi-player Educational Board Game for a MOOC in Logistics and Transportation. Transactions on Petri Nets and Other Models of Concurrency XV 2016, 167 -176.

AMA Style

Heide Lukosch, Shalini Kurapati, Geertje Bekebrede, Simon Tiemersma, Daan Groen, Linda van Veen, Alexander Verbraeck. Design Considerations for Building a Scalable Digital Version of a Multi-player Educational Board Game for a MOOC in Logistics and Transportation. Transactions on Petri Nets and Other Models of Concurrency XV. 2016; ():167-176.

Chicago/Turabian Style

Heide Lukosch; Shalini Kurapati; Geertje Bekebrede; Simon Tiemersma; Daan Groen; Linda van Veen; Alexander Verbraeck. 2016. "Design Considerations for Building a Scalable Digital Version of a Multi-player Educational Board Game for a MOOC in Logistics and Transportation." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 167-176.

Conference paper
Published: 23 November 2016 in Transactions on Petri Nets and Other Models of Concurrency XV
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A transition towards a safer, healthier, more equitable and more sustainable world requires focused Sustainable Development education. While this is true for all forms of education, it is particularly vital for business education curricula, and here it is sorely lacking. The main problem is that teachers lack the methods to teach sustainability competences. Gaming is proposed as a suitable method, as it involves action, direct feedback and high motivation. In this research we used a pre-post tests research set up to measure the learning effects from three simulation games. These games were played with 160 2nd year business students. We conclude that simulation games have limited contribution to cognitive learning about SD. However, a majority of respondents see additional value of gaming within their education.

ACS Style

Rink Weijs; Geertje Bekebrede; Igor Nikolic. Sustainable Competence Development of Business Students: Effectiveness of Using Serious Games. Transactions on Petri Nets and Other Models of Concurrency XV 2016, 3 -14.

AMA Style

Rink Weijs, Geertje Bekebrede, Igor Nikolic. Sustainable Competence Development of Business Students: Effectiveness of Using Serious Games. Transactions on Petri Nets and Other Models of Concurrency XV. 2016; ():3-14.

Chicago/Turabian Style

Rink Weijs; Geertje Bekebrede; Igor Nikolic. 2016. "Sustainable Competence Development of Business Students: Effectiveness of Using Serious Games." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 3-14.

Book chapter
Published: 11 February 2016 in Water Governance as Connective Capacity
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ACS Style

QiQi Zhou; Geertje Bekebrede; Igor Mayer; Jeroen Warmerdam; Maxim Knepflé. The Climate Game: Connecting Water Management and Spatial Planning through Simulation Gaming? Water Governance as Connective Capacity 2016, 109 -127.

AMA Style

QiQi Zhou, Geertje Bekebrede, Igor Mayer, Jeroen Warmerdam, Maxim Knepflé. The Climate Game: Connecting Water Management and Spatial Planning through Simulation Gaming? Water Governance as Connective Capacity. 2016; ():109-127.

Chicago/Turabian Style

QiQi Zhou; Geertje Bekebrede; Igor Mayer; Jeroen Warmerdam; Maxim Knepflé. 2016. "The Climate Game: Connecting Water Management and Spatial Planning through Simulation Gaming?" Water Governance as Connective Capacity , no. : 109-127.

Research article
Published: 01 October 2015 in Simulation & Gaming
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Background. Our world today is made up of complex, socio-technical systems like large infrastructure systems, global logistic chains and information networks. Simulation games represent one way to enable participation and governance of such systems. Aim. The current study explores the development of mental models and shared experiences of professionals and students through a simulation game. Method. The simulation game SIMPORT-MV2 focused on the development of a new port area in the Port of Rotterdam, The Netherlands. Insights in the perceived development of mental models were measured through questionnaires and through observations in the debriefing. Likewise, observations in the debriefing were obtained for measurements of shared experiences. Results. Results showed that participants perceived positive learning on their declarative, procedural and strategic knowledge (mental model) about the port project. A significant difference was found for both the overall perceived knowledge and the strategic knowledge between students and professionals. Furthermore, qualitative findings showed that players are enabled to probe designs of, to gain insights into, and to develop an understanding of complex systems in a safe environment through shared experiences. Conclusions. This study shows that it is possible to design a simulation game that represents such a complex socio-technical system based on a layered approach of agent, network and system behavior.

ACS Style

Geertje Bekebrede; Julia Lo; Heide Lukosch. Understanding Complex Systems Through Mental Models and Shared Experiences. Simulation & Gaming 2015, 46, 536 -562.

AMA Style

Geertje Bekebrede, Julia Lo, Heide Lukosch. Understanding Complex Systems Through Mental Models and Shared Experiences. Simulation & Gaming. 2015; 46 (5):536-562.

Chicago/Turabian Style

Geertje Bekebrede; Julia Lo; Heide Lukosch. 2015. "Understanding Complex Systems Through Mental Models and Shared Experiences." Simulation & Gaming 46, no. 5: 536-562.

Editorial
Published: 01 October 2015 in Simulation & Gaming
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Complexity is increasingly tied into systems of societies, technologies and organizations. As these systems are characterized by non-linear interactions, it becomes more and more difficult to manage, educate, understand and predict their processes and outcomes. This symposium presents cases of a variety of simulation games that facilitate in these different types of systems; it also examines the theoretical challenges of the design of simulation games for such complex systems. The examples show how both computer-based and traditional board games can be used in various domains to analyze and design complex processes such as asset management, manufacturing procedures, railway infrastructure innovations, and land use development. The case studies presented in this symposium introduce simulation games as alternative solutions to complex organizational and even societal problems.

ACS Style

Geertje Bekebrede; Julia Lo; Heide Lukosch. Understanding Complexity. Simulation & Gaming 2015, 46, 447 -454.

AMA Style

Geertje Bekebrede, Julia Lo, Heide Lukosch. Understanding Complexity. Simulation & Gaming. 2015; 46 (5):447-454.

Chicago/Turabian Style

Geertje Bekebrede; Julia Lo; Heide Lukosch. 2015. "Understanding Complexity." Simulation & Gaming 46, no. 5: 447-454.

Conference paper
Published: 01 January 2014 in Developments in Language Theory
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Veerkracht is a game for servant-leadership development. Although the first version of the game already provided a rather authentic environment for professional training, some players reported that it did not sufficiently provide the rich and meaningful interaction required to practice leadership skills. To revise the game we took inspiration from the literature on embodied cognition and added embodied interactions with non-player characters. An evaluation of the revised game, Veerkracht 2.0, yielded significant increases in some of the learning effects when compared to the original game. Further analysis showed that the increased learning was to a large extent due to the revised (embodied) interactions in the game. We concluded that, although some questions remain unanswered, embodied cognition seems a promising area of research for improving game designs and game design theories.

ACS Style

Rens Kortmann; Els van Daalen; Igor Mayer; Geertje Bekebrede. Veerkracht 2.0. Developments in Language Theory 2014, 44 -51.

AMA Style

Rens Kortmann, Els van Daalen, Igor Mayer, Geertje Bekebrede. Veerkracht 2.0. Developments in Language Theory. 2014; ():44-51.

Chicago/Turabian Style

Rens Kortmann; Els van Daalen; Igor Mayer; Geertje Bekebrede. 2014. "Veerkracht 2.0." Developments in Language Theory , no. : 44-51.

Chapter
Published: 22 October 2013 in Handbook of Research on Gaming Trends in P-12 Education
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In this chapter, the authors present a methodology for researching and evaluating Serious Games (SG) and digital (or other forms of) Game-Based Learning (GBL). The methodology consists of the following elements: 1) frame-reflective analysis; 2) a methodology explicating the rationale behind a conceptual-research model; 3) research designs and data-gathering procedures; 4) validated research instruments and tools; 5) a body of knowledge that provides operationalised models and hypotheses; and 6) professional ethics. The methodology is intended to resolve the dilemma between the “generality” and “standardisation” required for comparative, theory-based research and the “specificity” and “flexibility” needed for evaluating specific cases.

ACS Style

Igor Mayer; Geertje Bekebrede; Harald Warmelink; QiQi Zhou. A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning. Handbook of Research on Gaming Trends in P-12 Education 2013, 357 -393.

AMA Style

Igor Mayer, Geertje Bekebrede, Harald Warmelink, QiQi Zhou. A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning. Handbook of Research on Gaming Trends in P-12 Education. 2013; ():357-393.

Chicago/Turabian Style

Igor Mayer; Geertje Bekebrede; Harald Warmelink; QiQi Zhou. 2013. "A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning." Handbook of Research on Gaming Trends in P-12 Education , no. : 357-393.

Journal article
Published: 28 May 2013 in British Journal of Educational Technology
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The authors present the methodological background to and underlying research design of an ongoing research project on the scientific evaluation of serious games and/or computer‐based simulation games (SGs) for advanced learning. The main research questions are: (1) what are the requirements and design principles for a comprehensive social scientific methodology for the evaluation of SGs?; (2) to what extent do SGs contribute to advanced learning?; (3) what factors contribute to or determine this learning?; and (4) to what extent and under what conditions can SG‐based learning be transferred to the real world? In the Netherlands between 2005 and 2012, several hundred SG sessions with 12 SGs were evaluated systematically, uniformly and quantitatively to create a dataset, which comprises data on 2488 respondents in higher education or work organizations. The authors present the research model, the quasi‐experimental design and the evaluation instruments. This focus in this paper is on the methodology and dataset, which form a sound foundation for forthcoming publications on the empirical results.

ACS Style

Igor Mayer; Geertje Bekebrede; Casper Harteveld; Harald Warmelink; QiQi Zhou; Theo Van Ruijven; Julia Lo; Rens Kortmann; Ivo Wenzler. The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology 2013, 45, 502 -527.

AMA Style

Igor Mayer, Geertje Bekebrede, Casper Harteveld, Harald Warmelink, QiQi Zhou, Theo Van Ruijven, Julia Lo, Rens Kortmann, Ivo Wenzler. The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology. 2013; 45 (3):502-527.

Chicago/Turabian Style

Igor Mayer; Geertje Bekebrede; Casper Harteveld; Harald Warmelink; QiQi Zhou; Theo Van Ruijven; Julia Lo; Rens Kortmann; Ivo Wenzler. 2013. "The research and evaluation of serious games: Toward a comprehensive methodology." British Journal of Educational Technology 45, no. 3: 502-527.

Original articles
Published: 01 March 2013 in European Journal of Engineering Education
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The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students’ motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students’ learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development.

ACS Style

Igor Mayer; Harald Warmelink; Geertje Bekebrede. Learning in a game-based virtual environment: a comparative evaluation in higher education. European Journal of Engineering Education 2013, 38, 85 -106.

AMA Style

Igor Mayer, Harald Warmelink, Geertje Bekebrede. Learning in a game-based virtual environment: a comparative evaluation in higher education. European Journal of Engineering Education. 2013; 38 (1):85-106.

Chicago/Turabian Style

Igor Mayer; Harald Warmelink; Geertje Bekebrede. 2013. "Learning in a game-based virtual environment: a comparative evaluation in higher education." European Journal of Engineering Education 38, no. 1: 85-106.

Journal article
Published: 30 September 2011 in Computers & Education
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There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the ‘gamer generation’ or ‘net generation’: a generation that has grown up with computer games and other technology affecting their preferred learning styles, social interaction patterns and technology use generally. It is often argued that in education this generation prefers active, collaborative and technology-rich learning, i.e. learning methods that involve extensive computer use and collaboration among students. Gaming is then proposed as a new teaching method which addresses these requirements. This article presents the results of a survey which studied whether this discourse is also applicable to higher education students from the Netherlands and whether games, considered as active, collaborative and technology-rich learning experiences, are of greater importance in the formal education of today’s students. Of 1432 respondents from eight Dutch institutes of higher education surveyed between 2005 and 2009, about 25% fit our criteria of being a clear representative of the net generation. Furthermore, our analysis shows that there is little difference, and no statistically significant difference, in active, collaborative and technology-rich learning preferences between the representatives and non-representatives of the net generation. Furthermore, no large or statistically significant differences were found between representatives and non-representatives of the net generation with respect to the value they accorded to gaming in education. Overall our dataset did not fit the expectations raised by the net generation theory, with the percentage of students who fit the criteria being much lower than expected. However, regardless of whether they represented the net generation or not, in general our respondents preferred collaborative and technology-rich learning and deemed games a valuable teaching method.

ACS Style

G. Bekebrede; H.J.G. Warmelink; I.S. Mayer. Reviewing the need for gaming in education to accommodate the net generation. Computers & Education 2011, 57, 1521 -1529.

AMA Style

G. Bekebrede, H.J.G. Warmelink, I.S. Mayer. Reviewing the need for gaming in education to accommodate the net generation. Computers & Education. 2011; 57 (2):1521-1529.

Chicago/Turabian Style

G. Bekebrede; H.J.G. Warmelink; I.S. Mayer. 2011. "Reviewing the need for gaming in education to accommodate the net generation." Computers & Education 57, no. 2: 1521-1529.

Journal article
Published: 01 July 2011 in Journal of the Operational Research Society
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ACS Style

T E Van Der Lei; B Enserink; W A H Thissen; Geertje Bekebrede. How to use a systems diagram to analyse and structure complex problems for policy issue papers. Journal of the Operational Research Society 2011, 62, 1391 -1402.

AMA Style

T E Van Der Lei, B Enserink, W A H Thissen, Geertje Bekebrede. How to use a systems diagram to analyse and structure complex problems for policy issue papers. Journal of the Operational Research Society. 2011; 62 (7):1391-1402.

Chicago/Turabian Style

T E Van Der Lei; B Enserink; W A H Thissen; Geertje Bekebrede. 2011. "How to use a systems diagram to analyse and structure complex problems for policy issue papers." Journal of the Operational Research Society 62, no. 7: 1391-1402.

Research article
Published: 05 August 2010 in Simulation & Gaming
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From the observations of successful entertainment games, it is hypothesized that implementing a single-player option may require a different approach from that in a multiplayer option, in terms of game design. To find out whether this could be true and to understand what the specific approaches could entail for educational games, three separate yet related investigations were conducted to examine single- versus multiplayer games: an investigation of two educational games designed and evaluated by the authors, a theoretical investigation from a game and learning perspective, and an empirical investigation of 23 case studies. From these three investigations, it turned out that a “single-player approach” is data intensive, has formal rules, and uses direct transfer and individual learning. On the other hand, a “multiplayer approach” is less straightforward. From a game perspective, it can be characterized as process intensive and having social rules. When related to learning, however, it could be positioned on any dimension. This exploration shows that the approaches differ to a large extent and that designers have to find a fit between what option they choose and approach they take.

ACS Style

Casper Harteveld; Geertje Bekebrede. Learning in Single-Versus Multiplayer Games: The More the Merrier? Simulation & Gaming 2010, 42, 43 -63.

AMA Style

Casper Harteveld, Geertje Bekebrede. Learning in Single-Versus Multiplayer Games: The More the Merrier? Simulation & Gaming. 2010; 42 (1):43-63.

Chicago/Turabian Style

Casper Harteveld; Geertje Bekebrede. 2010. "Learning in Single-Versus Multiplayer Games: The More the Merrier?" Simulation & Gaming 42, no. 1: 43-63.

Journal article
Published: 15 April 2010 in Informatics in Education
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Publisher: Vilnius University Institute of Data Science and Digital Technologies, Journal: Informatics in Education, Title: Understanding Complex Adaptive Systems by Playing Games, Authors: Arthur van BILSEN, Geertje BEKEBREDE, Igor MAYER , While educators teach their students about decision making in complex environments, managers have to deal with the complexity of large projects on a daily basis. To make better decisions it is assumed, that the latter would benefit from better understanding of complex phenomena, as do students as the professionals of the future. The goal of this article is to evaluate the relevance of the use of simulation games for learning about the complexity of large-scale socio-technical projects. Relevant concepts from complex adaptive systems will be introduced or described. The conjecture is that complex adaptive systems can be simulated by games, in which players are able to experience the system workings, and retrieve more insight in their complex behaviour as a result. The multiplayer computer game SimPort-MV2 illustrates this by simulating the decision making process revolving around Maasvlakte 2 (MV2), an extension of the Port of Rotterdam into the North Sea. The game has been played by hundreds of students of higher education. Based on this study, we present preliminary indications of learning and conclusions on how simulation games can provide insights in a complex adaptive system and be used to educate both students and professionals.

ACS Style

Arthur Van Bilsen; Geertje Bekebrede; Igor Mayer. Understanding Complex Adaptive Systems by Playing Games. Informatics in Education 2010, 9, 1 -18.

AMA Style

Arthur Van Bilsen, Geertje Bekebrede, Igor Mayer. Understanding Complex Adaptive Systems by Playing Games. Informatics in Education. 2010; 9 (1):1-18.

Chicago/Turabian Style

Arthur Van Bilsen; Geertje Bekebrede; Igor Mayer. 2010. "Understanding Complex Adaptive Systems by Playing Games." Informatics in Education 9, no. 1: 1-18.

Review
Published: 01 January 2010 in International Journal of Critical Infrastructures
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Critical infrastructures are complex systems that may be studied in large interdisciplinary teams. Interaction between researchers in these interdisciplinary teams can suffer from the lack of a shared view on the object of study or the meaning of words. To facilitate the understanding of complex infrastructure systems, we reviewed literature on complex systems from different fields. We created a three-layered framework that clarifies the relationships between the properties and the different levels of complex systems. We illustrated our framework with an example of a transportation system that shows how this complex system may be understood in terms of the framework.

ACS Style

Telli E. Van Der Lei; Geertje Bekebrede; Igor Nikolic. Critical infrastructures: a review from a complex adaptive systems perspective. International Journal of Critical Infrastructures 2010, 6, 380 -401.

AMA Style

Telli E. Van Der Lei, Geertje Bekebrede, Igor Nikolic. Critical infrastructures: a review from a complex adaptive systems perspective. International Journal of Critical Infrastructures. 2010; 6 (4):380-401.

Chicago/Turabian Style

Telli E. Van Der Lei; Geertje Bekebrede; Igor Nikolic. 2010. "Critical infrastructures: a review from a complex adaptive systems perspective." International Journal of Critical Infrastructures 6, no. 4: 380-401.