The authors suggest that one of the problems confronting planning education in the transport planning field is that of providing students with a reasonably realistic planning experience. The most important consequences of a policy measure are considered to follow only after considerable time, leading to a need for learning aids that would enable students to become involved in a general comprehension of a system, rather than in the detailed information of such a system. The development of gaming-simulation techniques is discussed by reference to business games, in which it was shown that students who took part in such techniques learned more than those who did not, in particular about recognising problems that needed attention. In this article the authors provide a brief description of two games centred on transport systems analysis. The first, jutre--an inter-regional transport game, is concerned with inter-urban transport decision and policy making. It is built around a simplified model of the ground transport system of a relatively isolated developing country, in which there are eight major regions each with a major urban centre and linked by a simple network of roads of varying standards. The second, guts--an urban transport game, is concerned with the exploitation of the properties of a transport system in a circular city with perfect symmetry around its centre. It considers two modes, cars and buses, a network compatible with the symmetry conditions and a flexible set of trip-end parameters. /TRRL/

  • Availability:
  • Corporate Authors:

    Printerhall Limited

    29 Newmart Street
    London W1P 3PE,   England 
  • Authors:
    • Ortuzar, J D
  • Publication Date: 1978-5

Media Info

Subject/Index Terms

Filing Info

  • Accession Number: 00189217
  • Record Type: Publication
  • Source Agency: Transport and Road Research Laboratory (TRRL)
  • Files: ITRD, TRIS
  • Created Date: Apr 12 1981 12:00AM