Assessing the Use of Game-Based Exercises in the Staff Attack-the-Network Course

Abstract

The U.S. Army increasingly relies on serious games as a training tool for tactical tasks. The use of game-based exercises is nonetheless a novel approach for training human-intelligence tasks. In order to determine the extent to which a virtual game-based environment provided an effective means to apply human-intelligence skill, two forms of scenario-based practical exercises were compared in the Attack the Network course. Course performance and perceptions of training were compared across students who completed traditional paper-based practical exercises and students who completed practical exercises based in the Army's Enhanced Dynamic Geo-Social Environment game-based training environment. The game-based practical exercises did no better in increasing end-of-course test scores than did traditional paper-based practical exercises. In addition, the paper-based practical exercises were perceived as more beneficial to learning and course outcomes as compared to the game-based practical exercises. These results add to the growing literature that fails to find a relative advantage of game-based training.

Open PDF

Document Details

Document Type
Technical Report
Publication Date
Jun 01, 2015
Accession Number
ADA621958

Entities

People

  • John T. Miller Ii
  • Martin L. Bink

Organizations

  • U.S. Army Research Institute for the Behavioral and Social Sciences

Tags

Communities of Interest

  • Human Systems

DTIC Thesaurus Topics

  • Artillery
  • Distance Learning
  • Doctrine
  • Education
  • Educational Technology
  • Environment
  • First Responders
  • Human Intelligence
  • Military Training
  • Perception
  • Personnel Management
  • Social Environment
  • Social Sciences
  • Students
  • Training
  • Virtual Reality
  • Warfare

Fields of Study

  • Education

Readers

  • Military Training and Readiness Simulation
  • Systems Analysis and Design