Learning Technology Specification: Principles for Army Training Designers and Developers

Abstract

To achieve the technology goals for the Army Learning Model (ALM), there is a need for a set of guidelines that will support training designers and developers in identifying and effectively incorporating new learning technologies into training. Such technology specification guidelines and principles must support the goals of the ALM by taking into account technology effectiveness for training across various environments, ranging from traditional schoolhouse courses to more dynamic operational environments. Thus, Army training development must include a process to support the selection of learning technology that is compatible with the training environment, pedagogically appropriate, and cost effective. This report describes the development of a principled technology specification process that enables training developers to comprehensively consider various aspects of training. The process, driven both by sound scientific principles on how best to integrate technology into training and operational reality, contains three main factors: Learning Requirements, Technology Attributes, and Resources and Constraints. The process guides the user through considerations within each of those factors to facilitate critical thinking about the technology so that it will best meet learning needs within the ALM.

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Document Details

Document Type
Technical Report
Publication Date
Sep 01, 2013
Accession Number
ADA591798

Entities

People

  • Krista L. Ratwani
  • Leah Swanson
  • Samantha J. Holland
  • Troy Zeidman
  • William R. Bickley

Organizations

  • Aptima (United States)

Tags

Communities of Interest

  • Biomedical

DTIC Thesaurus Topics

  • Army Training
  • Cognition
  • Cognitive Workload
  • Computer Programming
  • Computers
  • Distance Learning
  • Doctrine
  • Education
  • Educational Technology
  • Information Systems
  • Psychology
  • Social Sciences
  • Students
  • Trainees
  • Training Devices
  • Video Games
  • Virtual Reality

Fields of Study

  • Computer science

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Military Training and Readiness Simulation
  • Software Engineering.