Gamification in Defense Acquisition Training and Education

Abstract

Leveraging research conducted as part of an Acquisition Research Program sponsored thesis, this paper expands upon an essay written by our research team (submitted to USNI), in which we argue that gamified learning (building games to promote learning of traditional material) presents a unique opportunity for enhancing education and training within the defense workforce.1 We provide an in-depth explanation of what gamification is and why it might be particularly useful for enhancing learning in non-traditional defense contexts, using defense acquisition as a test case. We present initial evidence from our empirical research to highlight the opportunities and challenges for advancing military education into the present age through gamified learning methods. Finally, we outline future directions for research in gamification for defense applications, bringing attention to the need for collaboration across the defense-focused entities exploring the potential for gaming in future defense education and training.

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Document Details

Document Type
Technical Report
Publication Date
Nov 18, 2022
Accession Number
AD1187080

Entities

People

  • Daniel J. Finkenstadt

Organizations

  • Naval Postgraduate School

Tags

Communities of Interest

  • Human Systems

DTIC Thesaurus Topics

  • Acquisition
  • Air Force
  • Artificial Intelligence
  • Closed Loop Systems
  • Computers
  • Department Of Defense
  • Education
  • Feedback
  • Flight Training
  • Gamification
  • Instructors
  • Language
  • Military Acquisition
  • Military Education
  • Military Training
  • Students
  • Systems Engineering
  • Trainees
  • Training
  • United States Government
  • Video Games
  • Virtual Reality

Readers

  • Defense Technology Research and Development.
  • Game Theory.