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Zhang, C., Grandits, T., Härenstam, K., Hauge, J. & Meijer, S. (2018). A systematic literature review of simulation models for non-technical skill training in healthcare logistics. Advances in Simulation, 1-15
Open this publication in new window or tab >>A systematic literature review of simulation models for non-technical skill training in healthcare logistics
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2018 (English)In: Advances in Simulation, ISSN 2059-0628, p. 1-15Article in journal (Refereed) Published
Abstract [en]

Resource allocation in patient care relies heavily on individual judgements of healthcare professionals. Such professionals perform coordinating functions by managing the timing and execution of a multitude of care processes for multiple patients. Based on advances in simulation, new technologies that could be used for establishing realistic representations have been developed. These simulations can be used to facilitate understanding of various situations, coordination training and education in logistics, decision-making processes, and design aspects of the healthcare system. However, no study in the literature has synthesized the types of simulations models available for non-technical skills training and coordination of care. A systematic literature review, following the PRISMA guidelines, was performed to identify simulation models that could be used for training individuals in operative logistical coordination that occurs on a daily basis. This article reviewed papers of simulation in healthcare logistics presented in the Web of Science Core Collections, ACM digital library, and JSTOR databases. We conducted a screening process to gather relevant papers as the knowledge foundation of our literature study. The screening process involved a query-based identification of papers and an assessment of relevance and quality. Two hundred ninety-four papers met the inclusion criteria. The review showed that different types of simulation models can be used for constructing scenarios for addressing different types of problems, primarily for training and education sessions. The papers identified were classified according to their utilized paradigm and focus areas. (1) Discrete-event simulation in single-category and single-unit scenarios formed the most dominant approach to developing healthcare simulations and dominated all other categories by a large margin. (2) As we approached a systems perspective (cross-departmental and cross-institutional), discrete-event simulation became less popular and is complemented by system dynamics or hybrid modeling. (3) Agent-based simulations and participatory simulations have increased in absolute terms, but the share of these modeling techniques among all simulations in this field remains low. An extensive study analyzing the literature on simulation in healthcare logistics indicates a growth in the number of examples demonstrating how simulation can be used in healthcare settings. Results show that the majority of studies create situations in which non-technical skills of managers, coordinators, and decision makers can be trained. However, more system-level and complex system-based approaches are limited and use methods other than discrete-event simulation.

Keywords
Quality, Safety, Logistical simulations, Non-technical skills
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
Industrial Economics and Management
Identifiers
urn:nbn:se:kth:diva-232674 (URN)10.1186/s41077-018-0072-7 (DOI)
Funder
Stockholm County Council
Note

QC 20180808

Available from: 2018-07-28 Created: 2018-07-28 Last updated: 2018-08-08Bibliographically approved
Kornevs, M., Hauge, J. B. & Meijer, S. (2018). Perceptions of stakeholders in project procurement for road construction. Cogent Business and Management, 5(1), Article ID 1520447.
Open this publication in new window or tab >>Perceptions of stakeholders in project procurement for road construction
2018 (English)In: Cogent Business and Management, ISSN 2331-1975, Vol. 5, no 1, article id 1520447Article in journal (Refereed) Published
Abstract [en]

Planning transport system, building, operating and maintaining public roads and railways is typically performed by public institutions in collaboration with other stakeholders, such as manufacturers, suppliers and distributors. In many cases, this collaboration is done with a procurement process. Despite the formal nature of such process, stakeholders can have different worldviews or perceptions leading to adverse effects on the final procurement result. This article is focused on how to find perceptions of stakeholders related to roadwork-related procurement processes using Q methodology. This methodology uses data from the stakeholders and searches for factors or groups within the data of participants who have similar opinions. A specific case of road procurement in Sweden is used to test the methodology. As a result, three clusters of perceptions are found. These clusters and their interpretation can be applied to many tasks that are related to complex adaptive systems such as policy-making, strategy generation, solution testing, training and others.

Place, publisher, year, edition, pages
Taylor & Francis, 2018
Keywords
project sector procurement, Q methodology, complex systems, road construction
National Category
Production Engineering, Human Work Science and Ergonomics
Identifiers
urn:nbn:se:kth:diva-235885 (URN)10.1080/23311975.2018.1520447 (DOI)000445472400001 ()2-s2.0-85053918911 (Scopus ID)
Note

QC 20181008

Available from: 2018-10-08 Created: 2018-10-08 Last updated: 2018-10-08Bibliographically approved
Roungas, B., de Wijse, M., Meijer, S. & Verbraeck, A. (2018). Pitfalls for debriefing games and simulations: Theory and practice. In: 21st Annual Simulation Technology and Training Conference, SimTecT 2016 and 47th International Simulation and Gaming Association Conference, ISAGA 2016 Held as Part of the 1st Australasian Simulation Congress, ASC 2016: . Paper presented at 21st Annual Simulation Technology and Training Conference, SimTecT 2016 and 47th International Simulation and Gaming Association Conference, ISAGA 2016 Held as Part of the 1st Australasian Simulation Congress, ASC 2016, 26 September 2016 through 29 September 2016 (pp. 101-115). Springer Verlag
Open this publication in new window or tab >>Pitfalls for debriefing games and simulations: Theory and practice
2018 (English)In: 21st Annual Simulation Technology and Training Conference, SimTecT 2016 and 47th International Simulation and Gaming Association Conference, ISAGA 2016 Held as Part of the 1st Australasian Simulation Congress, ASC 2016, Springer Verlag , 2018, p. 101-115Conference paper, Published paper (Refereed)
Abstract [en]

Debriefing is considered, by many scholars, to be a fundamental part of learning through games and simulations. Despite its significance, there is a lack of research in the area of debriefing, which results in unaddressed factors that inhibit debriefing. Research in the field is complicated by many influencing factors varying from context to game, the purpose of the game, conditions and player specifics, facilitators etc. Insight in the role of these influencing factors can aid in understanding how debriefing can be optimized. In doing this research so far two viewpoints are relevant, the first is the design of debriefing and the second one is the actual execution of the debriefing. The aim of this study is to identify, on the basis of literature, the influence of factors and their interrelation, and subsequently, to categorize them based on expert opinions, so as to determine which pitfalls have the highest influence on inefficiency and ineffectiveness of debriefing. Based on 12 pitfalls identified in literature, and through the use of an online questionnaire, facilitation experts evaluated the extent to which these pitfalls occur due to the design or the execution of the debriefing, and the extent to which they are influenced by the rules of games and simulations. All 12 pitfalls seem to occur in practice, to some extent, due to both the design and the execution of the debriefing. Nevertheless, some pitfalls appear to be more influenced either by design or by execution. Moreover, the results on the extent to which the pitfalls are influenced by the rules of games and simulations are inconclusive, due to the contradiction between the answers on the pre-defined questions and the comments of the experts. A method for further extending the list of pitfalls and verifying the results, hence minimizing the threat to the internal validity of the study, is proposed, which includes a more extensive literature review, interviews, and case studies. 

Place, publisher, year, edition, pages
Springer Verlag, 2018
Keywords
Debriefing, Game and simulations, Pitfalls, Computer science, Computers, Expert opinion, Games and simulation, Literature reviews, Online questionnaire, Theory and practice, Artificial intelligence
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-227487 (URN)10.1007/978-3-319-78795-4_8 (DOI)2-s2.0-85045476398 (Scopus ID)9783319787947 (ISBN)
Conference
21st Annual Simulation Technology and Training Conference, SimTecT 2016 and 47th International Simulation and Gaming Association Conference, ISAGA 2016 Held as Part of the 1st Australasian Simulation Congress, ASC 2016, 26 September 2016 through 29 September 2016
Note

Conference code: 212689; Export Date: 9 May 2018; Conference Paper; Correspondence Address: Roungas, B.; Delft University of TechnologyNetherlands; email: v.roungas@tudelft.nl. QC 20180516

Available from: 2018-05-16 Created: 2018-05-16 Last updated: 2018-05-16Bibliographically approved
Naweed, A., Wardaszko, M., Leigh, E. & Meijer, S. (2018). Preface. In: 21st Annual Simulation Technology and Training Conference, SimTecT 2016 and 47th International Simulation and Gaming Association Conference, ISAGA 2016 Held as Part of the 1st Australasian Simulation Congress, ASC 2016: . Paper presented at 21st Annual Simulation Technology and Training Conference, SimTecT 2016 and 47th International Simulation and Gaming Association Conference, ISAGA 2016 Held as Part of the 1st Australasian Simulation Congress, ASC 2016, 26 September 2016 through 29 September 2016 (pp. v-vi). Springer Verlag
Open this publication in new window or tab >>Preface
2018 (English)In: 21st Annual Simulation Technology and Training Conference, SimTecT 2016 and 47th International Simulation and Gaming Association Conference, ISAGA 2016 Held as Part of the 1st Australasian Simulation Congress, ASC 2016, Springer Verlag , 2018, p. v-viConference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
Springer Verlag, 2018
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-227489 (URN)2-s2.0-85045480337 (Scopus ID)9783319787947 (ISBN)
Conference
21st Annual Simulation Technology and Training Conference, SimTecT 2016 and 47th International Simulation and Gaming Association Conference, ISAGA 2016 Held as Part of the 1st Australasian Simulation Congress, ASC 2016, 26 September 2016 through 29 September 2016
Note

 QC 20180516

Available from: 2018-05-16 Created: 2018-05-16 Last updated: 2018-05-23Bibliographically approved
Raghothama, J. & Meijer, S. (2018). Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality. Journal Simulation & Gaming, 49(3), 246-262
Open this publication in new window or tab >>Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality
2018 (English)In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 49, no 3, p. 246-262Article in journal (Refereed) Published
Abstract [en]

Background. The increasing cognizance of complexity in systems has brought into focus important questions about the methods and tools we use to address them. Games for design, where games and computer simulations are used together to create concrete and tangible designs in a pluralistic way, with multiple stakeholders within the game is a new area for simulation gaming. Aim. In this article about gaming for design, embedded in the design science approach towards game science, we raise important philosophical questions about this new area, as well as attempt to address practical questions at the application level. We attempt to bridge the analytical science and design science approaches to games, and analyze them through meta-constructs of games such as fidelity, abstraction and resolution. Results. Results from two applications, through analysis of game play and debriefing of game sessions from two applications, COMPLEX and ProtoWorld are gathered and analyzed to understand the respresentational requirements for simulations and games. Conclusion. Results point to the need for rigor in gaming, particularly when modeling reference systems and rigor in assessing effects, both during game play and while debriefing. Results also point to expanded definitions of meta-constructs of games, as well as to their linked nature.

Place, publisher, year, edition, pages
Sage Publications, 2018
Keywords
abstraction, design, fidelity, gaming science philosophy, meta-constructs, resolution
National Category
Interaction Technologies
Identifiers
urn:nbn:se:kth:diva-238215 (URN)10.1177/1046878118770220 (DOI)000436069400003 ()2-s2.0-85048946773 (Scopus ID)
Note

QC 20181101

Available from: 2018-11-01 Created: 2018-11-01 Last updated: 2018-11-01Bibliographically approved
Kleiman, F., Janssen, M. & Meijer, S. (2018). Serious gaming for developing open government data policies by local governments. In: ACM International Conference Proceeding Series: . Paper presented at 11th International Conference on Theory and Practice of Electronic Governance, ICEGOV 2018, Galway, Ireland, 4 April 2018 through 6 April 2018 (pp. 702-703). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Serious gaming for developing open government data policies by local governments
2018 (English)In: ACM International Conference Proceeding Series, Association for Computing Machinery (ACM), 2018, p. 702-703Conference paper, Published paper (Refereed)
Abstract [en]

Developing open government by local government is cumbersome. Many local governments have no policies or are struggling to develop policies enabling to create value from open data. Policy-making is challenging due to the wicked nature of many policy problems, unclear objectives, and the involvement of diverse stakeholders. At the same time governments are opening their policy-making processes for participation by citizens and private companies. The goal of this paper is to present the structure of a game to increase the understanding of open-data policies by local governments. Open Data Policies are aimed at making public data available to be accessed and used by civil society. The game participants can experience the implications of various policies. This should help them to developed better policies.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2018
Series
ACM International Conference Proceeding Series
Keywords
Decision-Making, Open Data Policy, Policy Gaming
National Category
Public Administration Studies
Identifiers
urn:nbn:se:kth:diva-233723 (URN)10.1145/3209415.3209496 (DOI)2-s2.0-85051438419 (Scopus ID)9781450354219 (ISBN)
Conference
11th International Conference on Theory and Practice of Electronic Governance, ICEGOV 2018, Galway, Ireland, 4 April 2018 through 6 April 2018
Note

QC 20180828

Available from: 2018-08-28 Created: 2018-08-28 Last updated: 2018-08-28Bibliographically approved
Bekius, F. & Meijer, S. (2018). The redesign process of the timetable for the Dutch railway sector: A theoretical approach. International Journal of System of Systems Engineering, 8(4), 330-345
Open this publication in new window or tab >>The redesign process of the timetable for the Dutch railway sector: A theoretical approach
2018 (English)In: International Journal of System of Systems Engineering, ISSN 1748-0671, E-ISSN 1748-068X, Vol. 8, no 4, p. 330-345Article in journal (Refereed) Published
Abstract [en]

The design of a new timetable for a railway system is a complex process. Focusing only on the product and the exchange of information between design phases, does not cover the complexity. Strategic actor behaviour and contextual factors are underexposed by research on theory of designing civil infrastructures. Therefore, we investigate the redesign process of the timetable for the Dutch railways from two perspectives: 1) an engineering perspective; 2) an actor and context perspective. To indicate the successes and failures of the redesign process it is characterised using the PSI framework which includes these two perspectives. Several design phases are distinguished and at the transitions misalignments are identified. The misalignments are compared with empirical data to conclude on a set of improvements. Areas perceived as problematic are knowledge transfer between design phases, decomposition of one design phase into several products, and composition of multiple products into one final design.

Place, publisher, year, edition, pages
InderScience Publishers, 2018
Keywords
Case study, CASs, Complex adaptive systems, Complexity, Design process, Design theory, Dutch railway sector, PSI framework, Railways, SoS, Systems of systems
National Category
Production Engineering, Human Work Science and Ergonomics
Identifiers
urn:nbn:se:kth:diva-238430 (URN)10.1504/IJSSE.2018.094561 (DOI)2-s2.0-85053427352 (Scopus ID)
Note

QC 20181021

Available from: 2018-10-31 Created: 2018-10-31 Last updated: 2018-10-31Bibliographically approved
Roungas, B., Meijer, S. & Verbraeck, A. (2018). Validity of railway microscopic simulations under the microscope: Two case studies. International Journal of System of Systems Engineering, 8(4), 346-364
Open this publication in new window or tab >>Validity of railway microscopic simulations under the microscope: Two case studies
2018 (English)In: International Journal of System of Systems Engineering, ISSN 1748-0671, E-ISSN 1748-068X, Vol. 8, no 4, p. 346-364Article in journal (Refereed) Published
Abstract [en]

Simulations are the core of every railway system. Changes in the timetable and the infrastructure, or even in the internal processes of a railway company should be, and usually are, first tested through simulations. Given their significance and potential impact, simulations should be primarily validated; validation ensures-at least to some extent-that the returned results are credible and can be used for the intended purpose. This study is a detailed report on two case studies from the railway sector. The aim of this paper is to identify critical factors that can advance or hinder the validity and the effective usage of simulation models.

Place, publisher, year, edition, pages
Inderscience Enterprises Ltd., 2018
Keywords
Case study, Railways, Simulations, Validation
National Category
Transport Systems and Logistics
Identifiers
urn:nbn:se:kth:diva-238390 (URN)10.1504/IJSSE.2018.094562 (DOI)2-s2.0-85053402628 (Scopus ID)
Note

QC 20181031

Available from: 2018-10-31 Created: 2018-10-31 Last updated: 2018-10-31Bibliographically approved
van Lankveld, G., Sehic, E., Lo, J. C. & Meijer, S. A. (2017). Assessing Gaming Simulation Validity for Training Traffic Controllers. Journal Simulation & Gaming, 48(2), 219-235
Open this publication in new window or tab >>Assessing Gaming Simulation Validity for Training Traffic Controllers
2017 (English)In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 48, no 2, p. 219-235Article in journal (Refereed) Published
Abstract [en]

Background. The Dutch railway company ProRail is performing large-scale capacity upgrades to their infrastructure network. As part of these upgrades, ProRail uses gaming simulations to help prepare train traffic controllers for new infrastructure situations. Researching the validity of these gaming simulations is essential, since the conclusions drawn from gaming simulation use may result in decisions with large financial and social impact for ProRail and Dutch train passengers. Aim. In this article, we aim to investigate the validity of the gaming simulations for training traffic controllers for new situations in rail infrastructure. We also aim to contribute to the discussion on the minimum level of fidelity required to develop and conduct gaming simulations in a valid way. Method. We investigate the validity by using training sessions in conjunction with questionnaires. We based the approach and questionnaires on the earlier work of Raser. Results. Our results show that the validity of the gaming simulation ranges from medium to good. They also show that while the fidelity of the gaming simulation is not like the real-world operating conditions, this does not reduce validity to low levels. Conclusions. We conclude that the gaming simulation used in this study was of medium to good validity. We also conclude that maximum fidelity is not required in order to run a valid gaming simulation session.

Place, publisher, year, edition, pages
Sage Publications, 2017
Keywords
fidelity, gaming simulation, infrastructure, questionnaire, railway, teaching, traffic controller, train, training, validity
National Category
Transport Systems and Logistics
Identifiers
urn:nbn:se:kth:diva-210117 (URN)10.1177/1046878116683578 (DOI)2-s2.0-85015839151 (Scopus ID)
Note

QC 20170630

Available from: 2017-06-30 Created: 2017-06-30 Last updated: 2017-06-30Bibliographically approved
Raghothama, J., Moustaid, E., Magal Shreenath, V. & Meijer, S. (2017). Bridging borders: Integrating data analytics, modeling, simulation, and gaming for interdisciplinary assessment of health aspects in city networks. In: City Networks: Collaboration and Planning for Health and Sustainability (pp. 137-155). Springer
Open this publication in new window or tab >>Bridging borders: Integrating data analytics, modeling, simulation, and gaming for interdisciplinary assessment of health aspects in city networks
2017 (English)In: City Networks: Collaboration and Planning for Health and Sustainability, Springer, 2017, p. 137-155Chapter in book (Refereed)
Abstract [en]

The health perspective in urban science brings new methodological challenges to planning of city networks. Due to the system of systems nature of healthcare, new methods are needed to facilitate disciplinary integration and management of models and models-of-models. Participation of stakeholders and policy makers demands the uptake of new methods and a new perspective on the use of interfaces and boundary objects. In this chapter, the authors discuss evidence from five projects that use gaming, simulation, modeling, and data analytics in unconventional ways for design of large-scale urban systems to provide a methodological path forward for overcoming traditional engineering approach issues.

Place, publisher, year, edition, pages
Springer, 2017
Series
Springer Optimization and Its Applications, ISSN 1931-6828 ; 128
Keywords
City health, Data analytics, Gaming, Large-scale urban systems, Modeling, Simulation
National Category
Transport Systems and Logistics
Identifiers
urn:nbn:se:kth:diva-223103 (URN)10.1007/978-3-319-65338-9_8 (DOI)2-s2.0-85037638142 (Scopus ID)978-3-319-65336-5 (ISBN)
Note

QC 20180214

Available from: 2018-02-14 Created: 2018-02-14 Last updated: 2018-02-14Bibliographically approved
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Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-1126-3781

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