Development and demonstration of a “SWOT in a Box” card game to help socialise Triple Access Planning

IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Journal of Transport & Health Pub Date : 2024-07-23 DOI:10.1016/j.jth.2024.101876
Glenn Lyons , Daniela Paddeu , Stephen Cragg , Alicia Wallis
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Abstract

In a changing world, not being able to simply carry on doing what we have always done and getting what we have always got gives rise to an appetite for alternative approaches. Yet an alternative approach must contend with established practice and the associated norms and sense of familiarity that surround that. This paper addresses the following question. How can an approach be designed and used to effectively engage people in a critical examination of Triple Access Planning (TAP)? TAP is an alternative approach to established transport planning. The paper sets out the rationale for, development of, and application of, a serious game. Specifically, a serious card game methodology is put forward that draws upon SWOT analysis for its core design. Its intention is to allow teams of players to become more familiar with the alternative approach in question and to critically examine and prioritise its strengths, weaknesses, opportunities and threats. The SWOT in a Box methodology is applied to TAP. Results are presented from over 40 game runs. Insights from developing and applying the game suggest that the methodology is adaptable and readily transferable to other domains. The paper reveals the SWOT in a Box methodology to be an effective tool for shared learning: (i) players learn from the game; (ii) players learn from each other as they exchange experiences and views; and (iii) the game designers can learn from the players playing the game. It generates insights and empirical evidence. It is fun and it is useful.

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开发并演示 "盒子里的 SWOT "纸牌游戏,帮助实现三重接入规划的社会化
在一个不断变化的世界里,不能简单地继续做我们一直在做的事情和得到我们一直 在得到的东西,这就会引起人们对替代方法的渴望。然而,替代方法必须与既定的做法以及与之相关的规范和熟悉感相抗衡。本文探讨以下问题。如何设计和使用一种方法,让人们有效地参与到对三重交通规划(TAP)的批判性研究中来?TAP 是既定交通规划的另一种方法。本文阐述了严肃游戏的原理、开发和应用。具体而言,本文提出了一种严肃的纸牌游戏方法,其核心设计借鉴了 SWOT 分析法。其目的是让玩家团队更加熟悉相关的替代方法,并对其优势、劣势、机会和威胁进行批判性审查和优先排序。在 TAP 中采用了 SWOT in a Box 方法。结果来自 40 多次游戏运行。从游戏的开发和应用中获得的启示表明,该方法具有很强的适应性,可随时应用于其他领域。本文揭示了 "方框 SWOT "方法是一种共享学习的有效工具:(i) 玩家从游戏中学习;(ii) 玩家在交流经验和观点时相互学习;(iii) 游戏设计者可以从玩游戏的玩家身上学习。它能产生真知灼见和经验证据。它既有趣又有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
6.10
自引率
11.10%
发文量
196
审稿时长
69 days
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