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Simulation games
The name says it all: the simulation of
real-life situations.
The aim of a simulation is to provide a
safe environment within which people can experience something that feels real,
become aware of their responses, and practise alternatives. Back in the
workplace this experience can be individually and/or collectively built on and
extended. We create a theatrical reality in which actual organisational
structures, processes and behaviour can immediately be recognised. Troje elects
not to approach actual reality too closely but to present a closely comparable
situation, so that participants do not react to this environment as they would
in real life, constrained by the usual limitations, but can experiment freely
and enjoyably with it. Participants work in small teams, with a competitive
element being used both to raise the level of teamwork and involvement and to
keep the atmosphere light-hearted. Each team plays out a given scenario.
Sometimes the whole team does this, and sometimes it is up to a single member,
with colleagues giving support, observation and feedback. Scenes are played
out, but this is not a roleplay. We often support a simulation with one or more
other techniques, such as an opening performance or a TOP©-model.
A simulation lasts at least half a day and
can be applied as part of:
· a skills development training course
· awarenessness raising during change processes (how do we do what we
do?)
· practising new situations (what happens when we do X?)
· team building (hands-on, learning from one another)
An example simulation
Cost-conscious Design voor Rijkswaterstaat,
the Dutch Department of Public Works
For the Bouwdienst (the engineering
office) of Rijkswaterstaat, Troje organised a number of workshops as
part of a program entitled 'cost-conscious design'. The core of these meetings
was the simulation of a design process. Instead of having to design a bridge or
a viaduct, the participants were asked to design a garden for a client (an
actor) who was present during the entire process. The client drew up the design
brief and the Garden Centre (another actor) functioned as expertise centre. The
groups were encouraged to buy and sell knowledge between each other.
Requirements and preconditions were adapted as the game progressed. A strict
deadline was imposed, for time is money! When their time was up, each of the
groups gave a presentation of their design to the client, who selected one.
Each group was scored on a number of attributes, including customer
orientation, negotiation skills, knowledge networking skills and teamwork.
Afterwards the entire event was collectively evaluated, in a process whereby
the links with the company's working practices were explored and the learning
areas defined.
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