Symposium on PC-Based Simulations and Gaming for Military Training

Symposium on PC-Based Simulations and Gaming for Military Training

Author: James Belanich

Publisher:

Published: 2004

Total Pages: 30

ISBN-13:

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On 5-6 November 2003, the Advanced Training Methods Research Unit (ATMRU) of the U.S. Army Research Institute for Behavioral and Social Sciences hosted a symposium on the use of training games and game-like simulations across the Department of Defense (DoD). The rationale for the symposium was that although there is an increasing use of PC-based games and simulations as a means of training within the U.S. Military, many of these efforts are being done in isolation with little coordination within or across services. The objectives of this symposium were to bring personnel from all branches of the military together to discuss how training games and game-like simulations are currently being used by the military, to identify ways they may be used more effectively, and to help develop a community of practitioners to facilitate future development and effective use of games for military training. Participating in this two-day event were instructors from the U.S. Army, Navy, Air Force, and Marines, as well as, training developers, commercial simulation/game developers, training researchers from all services, and representatives from the Office of the Secretary of Defense. To share lessons learned, 11 presentations were given by training representatives from all services, military training researchers, and training game developers. A list of the presenters, their affiliations, and the title of presentations are displayed in Table 1. In addition, time was allocated for discussion and focus groups since all of the approximately 50 symposium participants in attendance were to some extent involved with the use of training games and desktop simulations (see Appendix A for a full list of all participants). This discussion time included 10-20 minute question periods after each presentation, a 90 minute breakout group sessions at the end of the first day, and a summary review of the symposium proceedings at the end of the second day.


The PSI Handbook of Virtual Environments for Training and Education

The PSI Handbook of Virtual Environments for Training and Education

Author: Joseph V. Cohn

Publisher: Bloomsbury Publishing USA

Published: 2008-11-30

Total Pages: 1441

ISBN-13: 031335166X

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The increasingly complex environment of the 21st century demands unprecedented knowledge, skills and abilities for people from all walks of life. One powerful solution that blends the science of learning with the technological advances of computing is Virtual Environments. In the United States alone, the Department of Defense has invested billions of dollars over the past decade to make this field and its developments as effective as possible. This 3-volume work provides, for the first time, comprehensive coverage of the many different domains that must be integrated for Virtual Environments to fully provide effective training and education. The first volume is dedicated to a thorough understanding of learning theory, requirements definition and performance measurement, providing insight into the human-centric specifications the VE must satisfy to succeed. Volume II provides the latest information on VE component technologies, and Volume III offers discussion of an extensive collection of integrated systems presented as VE use-cases, and results of effectiveness evaluation studies. The text includes emerging directions of this evolving technology, from cognitive rehabilitation to the next generation of museum exhibitions. Finally, the handbook offers a glimpse into the future with this fascinating technology. This groundbreaking set will interest students, scholars and researchers in the fields of military science, technology, computer science, business, law enforcement, cognitive psychology, education and health. Topics addressed include guidance and interventions using VE as a teaching tool, what to look for in terms of human-centered systems and components, and current training uses in the Navy, Army, Air Force and Marines. Game-based and long distance training are explained, as are particular challenges such as the emergence of VE sickness. Chapters also highlight the combination of VE and cybernetics, robotics and artificial intelligence.


Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education

Author: Ferdig, Richard E.

Publisher: IGI Global

Published: 2008-07-31

Total Pages: 1762

ISBN-13: 1599048116

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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.


Instructional Design: Concepts, Methodologies, Tools and Applications

Instructional Design: Concepts, Methodologies, Tools and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2011-03-31

Total Pages: 1985

ISBN-13: 1609605047

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Successful educational programs are often the result of pragmatic design and development methodologies that take into account all aspects of the educational and instructional experience. Instructional Design: Concepts, Methodologies, Tools and Applications presents a complete overview of historical perspectives, new methods and applications, and models in instructional design research and development. This three-volume work covers all fundamental strategies and theories and encourages continued research in strengthening the consistent design and reliable results of educational programs and models.


Zones of Control

Zones of Control

Author: Pat Harrigan

Publisher: MIT Press

Published: 2016-04-15

Total Pages: 845

ISBN-13: 026233495X

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A look at wargaming’s past, present, and future—from digital games to tabletop games—and its use in entertainment, education, and military planning. With examples from Call of Duty: Modern Warfare, Harpoon, Warhammer 40,000, and more! Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming’s past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming’s ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice.


Intersections in Simulation and Gaming

Intersections in Simulation and Gaming

Author: Anjum Naweed

Publisher: Springer

Published: 2018-04-05

Total Pages: 419

ISBN-13: 3319787950

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This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.


Immersive Simulation Training for the Dismounted Soldier

Immersive Simulation Training for the Dismounted Soldier

Author: Bruce W. Knerr

Publisher:

Published: 2007

Total Pages: 72

ISBN-13:

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A study was conducted to document the need for immersive dismounted virtual Soldier and leader training and the available research evidence regarding the effectiveness of virtual training for training Soldiers and leaders in complex skills. A literature search of research reports, journal articles, and conference proceedings to identify evaluations and experiments related to the study topic of the training effectiveness of immersive virtual simulations was conducted. Particular attention was paid to an expended series of evaluations conducted by the Army R & D organizations during the period 1997 - 2005. The major findings are organized around the topics of training effectiveness, Soldier task performance, and advantages and disadvantages of immersive virtual simulations. Soldiers and small unit leaders report that their skills improve as a result of training in virtual simulations, and these self-reports by have generally, if informally, been confirmed by observers. While the simulators impose constraints on the performance of some Soldier activities, this should limit training effectiveness only if those activities that cannot be performed in the simulator are not trained by other means. Advantages and disadvantages of immersive simulations are also described.


Using Games and Simulations for Teaching and Assessment

Using Games and Simulations for Teaching and Assessment

Author: Harold F. O'Neil

Publisher: Routledge

Published: 2016-03-31

Total Pages: 337

ISBN-13: 1317814673

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Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use