Collective Simulation-Based Training in the U.S. Army: User Interface Fidelity, Costs, and Training Effectiveness
Abstract
This report documents the results of a study sponsored by the U.S. Army Training and Doctrine Command, Using Virtual Training Capabilities to Enhance Collective Training. In the U.S. Army, the term collective training refers to training events in which groups or units of soldiers (e.g., teams, squads, platoons, companies, and above) learn, practice, and demonstrate proficiency in group activities key to their missions. The Army perennially faces the challenge of efficiently and effectively conducting collective training. Virtual collective trainers are designed to help the Army meet this challenge and are the focus of our analyses and this report. Virtual equipment for simulation-based training (SBT) may consist either of (a) dedicated physical devices that resemble actual equipment, which we refer to as physically simulated military equipment (PSME), or (b) gamelike simulations that operate on personal computers, such as those available in the Armys Games for Training (GFT) program, which we refer to as virtual military equipment (VME) (Gorski and Parrish, 2017).
Document Details
- Document Type
- Technical Report
- Publication Date
- Jan 01, 2019
- Accession Number
- AD1086160
Entities
People
- Christopher M. Carson
- Geoffrey E. Grimm
- Heather Smigowski
- Kathryn Connor
- Matthew E. Boyer
- Matthew W. Lewis
- Rick Eden
- Susan G. Straus
- Timothy Marler
Organizations
- RAND Corporation