How researchers at CIFOR use games to communicate complex scientific ideas to people living in the forests of Indonesia. This work is the product of some very talented colleagues. If you have specific questions, please contact Herry Purnomo at h.purnomo@cgiar.org
Board games, role-playing and 3D maps: Facilitating forestry research uptake in Indonesia
1. Board games, role-playing and 3D maps:
Facilitating forestry research uptake in Indonesia
Michelle Kovacevic
Forests News Editor and Social Media Coordinator
3. Today
Why do we need good communication of forestry research?
Two case studies
4. • Forests home to 40-65 million
people
• Demands on Indonesia's forests
have grown -- industrial
development, climate change
• Communities facing tough choices
(e.g. sell vs preserve?)
Indonesia: A forest home
5. The need for good
communication
• Future of forests
depends on their actions
• Three C’s – Complexity,
confusion and conflict
6. “In the end, we will conserve only what we
love, we will love only what we understand,
and we will understand only what we are
taught.”
Baba Dioum, Ministry of Agriculture, Senegal
The need for good communication
7. Game theory as a communication tool
Build on the
idea of a
“landscape
approach”
11. 7 days of negotiation: End up with a Land Use Plan
12. 7 days of negotiation: Lessons learnt
• Taught villagers to read maps
• Better understanding of how land is used
• Felt empowered by their newly acquired knowledge
• Better negotiators
13. Conclusion
• Two-way interaction (games, role playing) good communication
tool
• Linked to reality
• Fun and educational to avoid “communication fatigue”
Today I’m going to talk about how researchers at CIFOR use games to communicate complex scientific ideas to people living in the forests of Indonesia.
My name is Michelle Kovacevic and I am the forest news editor and social media coordinator at CIFOR. Before I begin – I want to make a disclaimer that none of the work I’m presenting is mine but is the product of some very talented colleagues. So if you have specific questions, I can definitely put you in touch with the scientists who developed this work.
Take a moment to think about the first time you played a game. My memory is very vivid – I was 8 years old, my mum came home with a box and on it was a very elegant lady in a red dress who I instantly wanted to be.
The aim of the game was to chase an international spy around the world by guessing which country she was in through a bunch of questions about history and geography. I haven’t played that game in 15 years but I really remember it and it taught me a lot about the world.
It may sound silly but there is a lot you can learn from playing games. Monopoly teaches people how to manage money, Simcity teaches people how to build a city and look after citizens, farmville on facebook teaches people about caring for animals (kind of).
Nia – REDD+ frame the problem
Landscape game
PLUP/Papua: http://blog.cifor.org/11443/with-3d-maps-villagers-able-to-see-benefits-of-good-land-use-planning/plup/#.UhntIWSSBjY
8 MINUTES!!!
http://www.fao.org/docrep/w7732e/w7732e04.htm
Whether we like it or not, information is coming into these communities. Often the information is complex, and is communicated in a complex way, creating confusion and conflict. This is an example of a poster to explain the national forest inventory in Indonesia. Note how it relies on flow charts, uses jargon such as “stratification” etc.
FPIC – when projects are starting on the ground, it is important that the consent of the local people is obtained. Clear communication of issues is critical to any conservation effort
future of forests depends much more on the actions of non-foresters than the efforts of foresters. Participation of local people is essential to any
Progress hampered by misinformation + confusion – complex images, unknown jargon and printed pubs (illiterate)
http://cmsdata.iucn.org/downloads/av42englishcolweb.pdf
http://blog.cifor.org/3441/challenges-in-communicating-redd-hamper-efforts-to-save-forests/#.UhnuAWSSBjY
A landscape comprises the visible features of an area of land, including mountains, hills, rivers, lakes, ponds and the sea; living elements of land cover including plants and animals; and human elements including farms, houses, roads, mines, other structures and institutions and their cultural and spiritual values.
Different parts of the landscape provide different goods and services and what happens in one part of the landscape has an impact on the other.
For example, when forests are cut down, this often has a negative impact on soil quality in the landscape. When soil quality is compromised, this may also negatively impact agricultural productivity. When agricultural productivity decreases and farmer income is impacted, this may
lead to increased logging of forests.
The aim of a landscape approach is to ensure that all the uses of land and all the users of that land are being addressed in an integrated way.
Introduces conservation, development, investment, trade and collaboration concepts.
Players must maximize revenues but keep sustainable landscape
Virtual reality – game based on issues not specifically related to community actors or resources
During these games, all players imagined and connected the spatial landscape, social actors and rules of the game to reality – if they were forest concessionaires, they tended to invest in timber logging activities, if they were conservationists, they tend to invest in ecotourism and carbon trading.
Encouraged those playing policymakers to develop policies to maintain productive, but sustainable landscapes
-- explicit reality: game presents actors’ real situation and THEIR resources.
“In former styles of land-use planning meetings, local people would usually just sit at the back of the meeting room waiting for it to end,”
As result, villagers often ended up implementing plans that they did not understand and that were doomed to fail.
Things changed with the introduction of the 3D maps, which are put together with the help of the residents.
**********
Jean-Christophe Castella often asks Laotian villagers to play the role of land developers, conservationists, investors or farmers as they huddle around a table-top virtual village elegantly crafted from plaster bandage strips and cardboard.
The villagers move bits of string back and forth, negotiating the places where forests should be preserved or cleared to expand farmland, or marking out how a proposed road would best traverse the landscape. Sometimes a foreign investor, played by Castella, waltzes in and makes them a generous offer for land – a difficult proposal to reject, the villagers admit.
Since 2010, Castella, a scientist with the Institut de Recherche pour le Développement, and his team have been trekking around Southeast Asia with the role-playing game in tow.
They call it “PLUP Fiction” (PLUP stands for participatory land-use planning) and by acting out different roles around a scale 3D map of their land area, villagers are learning how different parts of the landscape function together, in order to plan how best to manage them into the future.
“Huge investment in development is bringing both opportunities and challenges to many of these villages in Laos,” Castella said. “We are using these simulations to involve local people in designing their future.”
When leaders from all of the local villages are in the same room together, demarcating their borders, they are able to resolve territorial disputes and arrive at a group consensus, he said.
Taught villagers how to read maps
Better understand socioeconomic implications
One year after a pilot REDD+ project implemented on the ground in Central Kalimantan – researchers went back to survey local understandings of the project
PIC OF MINISTER AND AMBASSADOR
CES lived in the settlements for 2-3 weeks per month, speak local language, held uni degrees and had exp in community development work in central kalimantan. They facilitated communication btw villagers and KFCP.
E,g, movies, powerpoint, visual demos (e.g. lighting a candle under a glass)
Communication fatigue
Not easy to explain concepts they themselves didn’t understand
Bad impressions of past conservation projects
In 2003, conservation NGO promised to buy an island and reneged on the deal
For communities, the project is defined by observable activities and events, past experiences in similar activities and to a lesser extent, information provided by the project leaders.