Title: RICE SEED SYSTEM Ubon Ratchathani Province Lower northeast Thailand
1RICE SEED SYSTEMUbon Ratchathani ProvinceLower
northeast Thailand
- A role-playing game to understand how seed system
performs - Chirawat VEJPAS, François Bousquet Guy Trébuil
- Faculty of agriculture, Ubon Ratchathani
University - CU-CIRAD ComMod Project, Chulalongkorn
University, Bangkok, Thaïlande
2The context
- A very centralized RLR seed supply system
controlled by public agencies provides only seed
of few recommended varieties (KDML 105, RD 6 RD
15). - More needs of seeds and more frequent seed
purchasing needs of such varieties due to better
grain quality demands and more broadcasting
practices. - The inadequate supply of quality seeds leading to
the recent emergence of several new seed supply
agents (private companies traders, community
seed centers, etc.) with government support.
3Objectives
- To understand the seed system and seed
dissemination processes among the seed producers
and suppliers - - the structure of the system
- - how each institute plans, interacts and trades
seeds among the other institutes - - how the system performs under vairous
institutes to share or compete in seed trading-
from seed producer to farmers. - To identify the constraints or problems in the
system
4Conceptualisation of the game (1)
- A series of meetings was held among researchers
from concerned institutions (OARD, UBU, RRI) to
construct a shared conceptual model by using
Unified Modelling Language (UML) diagrams. - More information were obtained by interviewing of
key informants of seed producers and suppliers. - Model verification, calibration validation
implemented through - The construction and use of a role-playing game
(RPG). - Group discussion during and after RPG
5Conceptualisation of the game (2)
- Conceptual model for seed supply systems of the
recommended RLR varieties
6Conceptualisation of the game (3)
- Translation of the conceptual models into a RPG
-
- to facilitate sharing, discussion, and their
improvement - Two gaming session were conducted at Agricultural
College - The first session was played in April 2004
- - to simulate the seed supply system in Ubon
Ratchathani - The second session was played in April 2005
- similar to the first game but
- included the players that were the national
level planners -
7Conceptualisation of the game (4) - RPG
assumption for simplifying the system boundary
- Assume that the players are in the province that
has 2 districts and each district has 2
tambons(sub-districts) and RRC and SC are
responsible only for the assumed province. - Assume that each tambon consists of 1,000
households of farmers 10 rais (1 rai0.16 ha)
of paddy area/households. - Assume one rice variety is used
8Main features of the RPG to be described
- Players other participants
- The gaming room
- Game supporting features
- Duration / Time management
9The players other participants (1)
- The players represented their institutes that
research team selected. Players received free
transport per diem (the official rate). - Two gaming sessions were held
- April 2004 10 players were from different seed
supplier units in Ubon Rachathani 1 from RRC, 2
from SC, 2 from AC, 2 from DAO, 2 from CSC and 1
agricultural store(played by an official of OARD
). - April 2005 players from Ubon Ratchathani AC,
DAO, and CSC from 2 districts different from the
2004 plus higher level planners - one from
provincial Cooperatives, four governement
officials from Bangkok one from Department of
Agriculture (DAO), two from Department of
Agricultural Extensions(DAOE), and one from
Department of Cooperative Promotion (DOCP). -
10The players other participants (2)
- Two researchers manage farmers demand desks
seed purchasing by farmers in the province. - Other members of the research team played the
roles of moderators, assistants, and observers.
11The gaming room- Session 1 April 2004
- Three groups of tables for players at
1)provincial level, 2)district A and - 3) district B
- A farmers demand desk (registration of
transactions)
Province
Amphoe A
Amphoe B
Tambon 3
Tambon 1
CSC
ST
Tambon2
Tambon 4
AC
AC
DAO
DAO
CSC
Farmers demand desk
Farmersdemand desk
RRC
SC
12The seed demand processes- Session 1 April 2004
No farmers in the game. A demand is generated
each time step based on the field survey in
2002-3. Tambon1 CSC (20), DAO, AC (35 each),
ST (5), RRC, SC (2,5) each, Tambon2 DAO, AC
(45 each), ST (5), RRC SC (2,5) each, Tambon3
DAO, AC (45 each), ST (10), Tambon4 CSC (20),
DAO, AC (35 each), ST (10),
13The gaming room - Session 2 April 2005
- 4 Players from Bangkok and 1 from Provincial
cooperative level were added - No seed trader player
Province
Amphoe A
Amphoe B
Tambon 3
Tambon 1
CSC
Tambon2
Tambon 4
AC
DAO
AC
DAO
CSC
DOCP (provincial)
DOCP
Farmersdemand desk
Farmers demand desk
RRC
DOA
SC
DOAE
14- Researchers understanding of interactions among
players or stakeholders including higher level
planners
15The gaming room and players 2004
Players from Seed center (SC) and Rice Research
Center (RRC)
A player from Cooperative A selling seed to
farmers demand desk
16The gaming room and players 2005
17The group interview and discussion among players
2004
18The group interview and discussion among players
2005
19Game support features
- Plastic sheet of three different colours
representing three different types of seed
trading (foundation seed, stock seed, certified
seed) - Two different types of papers were used
- Pink colour for recording amount of seed traded
with each supplier or farmersdemand. - White colour for money paid/received.
- Record sheet prepared for each supplier to fill
in the decision making result each year and
collected after the game
20Game support features
- Chance cards
- For the seed producers, each year, to draw a card
among 16 cards ( -50 (1), -40 (2), -30 (3),
20(4), -10 (3), 0 (2), 10 (1)) after
multiplying seed to obtain the actual seed amount
produced from the planned. - ( Chance were estimated by the researchers
considered the variables of rainfall, contract
farmers and others)
21Duration / Time management
Planning/ SC and AC Ordering seeds from RRC for
next year
4 steps per round of play
Selling seeds to farmersdemand / RRC selling the
rest seed to other institutes
- One round of play one crop year 30 to 60
minutes. - Three crop years played in succession in one day
in 2004 - 4 crop years in 2005
- Gaming workshop over one day in 2004 D1 gaming
session discussion ½ D2 group discussion and
interviews. One and a half day for both
activities in 2005.
22Role of the moderators rule management
- 2 Thai moderators they introduce the
participants, they spell out the objectives of
the session/workshop, and explain the game rules
proposed by the research team to the players. - They assist the players in case of clarifying the
game rules, recording the decisions or in any
unexpected behaviour. - After three rounds of play/ three crop years
they encourage the players to express their
opinions about the game, its rules to propose
suitable modifications (no modifications
requested)
23Role of assistants observers
- Assistants help
- Labeling the players for each district or tambon,
prepare and distribute the record sheet, note
pads for the players. - 4 observers monitor the individual behaviour of
the players their interactions (2 of them
record sequences by using digital cameras) - Interactions were recorded during the 2 gaming
sessions.
24Indicators for the analysis of the game
- The analysis emphasizes the understanding of the
dynamics observed during the gaming session. - Key indicators for the analysis of a gaming
sessions - Regular planning processes of each stakeholders
- Stakeholders responses to feedback or results
from the previous year - Interaction among stakeholders
- Perception of stakeholders through RPG
25UML diagram after the game
Model validation after game and group discussion
26Participatory analysis of the game
- Collective debriefing after 3 rounds of play/crop
years at the end of the gaming sessions - Comments from the players on the game structure,
features and propositions of new features and/or
rules to be introduced and tested. - Comments on the evolution and management of the
session at the end. - Group interviews and discussion after the gaming
session focusing on - Similarities differences between the conceptual
model, the game (its structure, features rules)
and actual practices - Problems and constraints perceived in the real
systems referred to the gaming session. - Any ideas for scenario changes using the game and
modeling - The usefulness of the game for the players and
possibly other stakeholders.
27Validation
28Perspectives
- Associate this RPG with another one representing
the management of the RLR varieties and seed
sources at farm level (see the description of the
Ubon rice varieties RPG). - Following their validations by stakeholders,
integrate both RPG into a single multi-agent
model to simulate possible scenarios of changes
in the provincial RLR seed system identified by
the concerned stakeholders. - Test the use of machine learning techniques to
analyse the results of the gaming sessions in a
more objective and rapid way (in collaboration
with the Social Simulation Laboratory at Kyoto
university).