Conventional Training Versus Game-Based Training
Abstract
Game-based training is a promising medium for training effectiveness, particularly in military training environments; however, there are few empirically-supported guidelines on how to best implement this approach. The development of a theoretically-driven, empirically-supported tool specifying when and how specific gaming elements can be effectively integrated into training would allow instructional designers in many domains to make informed decisions about how to use game-based training to enhance learning and performance. This report describes how we began developing and evaluating such a tool. We created a taxonomy of serious game elements and integrated it with a taxonomy of cognitive functions derived from a task analysis of a flight training environment. This game element-training competency crosswalk forms the foundation of the proposed tool. We applied principles outlined in the crosswalk to develop specifications for a real-world training game for a flight training program, which will then be used to test premises and tool feasibility in controlled studies. The report details how the findings and products can be applied to other training domains.
Document Details
- Document Type
- Technical Report
- Publication Date
- Mar 01, 2006
- Accession Number
- ADA464043
Entities
People
- Alan Spiker
- Ron Karp
- Tricia Mautone