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RICE SEED SYSTEM Ubon Ratchathani Province Lower northeast Thailand

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A role-playing game to understand how seed system performs ... 1,000 households of farmers 10 rais (1 rai=0.16 ha) of paddy area/households. ... – PowerPoint PPT presentation

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Title: RICE SEED SYSTEM Ubon Ratchathani Province Lower northeast Thailand


1
RICE 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

2
The 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.

3
Objectives
  • 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

4
Conceptualisation 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

5
Conceptualisation of the game (2)
  • Conceptual model for seed supply systems of the
    recommended RLR varieties

6
Conceptualisation 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

7
Conceptualisation 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

8
Main features of the RPG to be described
  • Players other participants
  • The gaming room
  • Game supporting features
  • Duration / Time management

9
The 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).

10
The 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.

11
The 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
12
The 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),
13
The 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

15
The 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
16
The gaming room and players 2005
17
The group interview and discussion among players
2004
18
The group interview and discussion among players
2005
19
Game 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

20
Game 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)

21
Duration / 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.

22
Role 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)

23
Role 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.

24
Indicators 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

25
UML diagram after the game
Model validation after game and group discussion
26
Participatory 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.

27
Validation
28
Perspectives
  • 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).
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