EDUCATION
Empowering the
SME: Implementing a Sustainable Model of Rapid Content Development for ADL
Scenario-based
Multi-Level Learning for Counterterrorism Intelligence Analysis
The ADL Registry
Client: Solving the Currency Issue of Content Reuse
Technology based
training – making the correct choice
Educational
Extensions of Large-Scale Simulations Enabled by High Performance Computing
Embedded Multi-Modal
Unmanned System Training
An Integrated
Model for Learning Object Reuse.
SCORM Reuse:
Current Reality, Challenges, and Best Practices
SCO Sighs: Why
ADL Won’t Say How Big SCOs Should Be
Teaching
Simulation to Non-Engineering Undergraduates: Systems Engineering and the West
Point Way
Effects of Age
and Media Packaging on Designing Training Systems
The Boomer-Millennial
Convergence: Designing Instruction for the Learners of Tomorrow
COMMUNICATING
COMPLEX INSTRUCTIONAL DESIGNS TO DIFFERENT STAKEHOLDERS
Using the Meaning
Equivalence Method to Assess and Enhance Learning Outcomes
Team Training
Task Analysis A Practical Expression of a Complex Problem
Simulation
experience Design Methods for Training the Forces to Think Adaptively
Serious Games by
Serious Instructional Designers..
Harnessing
Experiential Learning Theory to Achieve Warfighting Excellence
Interagency
Collaboration Produces Sharable Training
Distributed
Medical Curricula Architecture.
Surgical
Educators Incorporating Surgical Simulation Take Lessons from Flight Training
Implementing an
Adaptive Learning Model through Dynamic Content Object Assembly
Simulation
Representation using SCORM
Mapping
Intelligent Tutoring System Constructs to SCORM 2004 Data Structures
Learning and
Knowledge Management: Story Telling for Knowledge Capture
Discovering the
Invisible: Using Tacit Knowledge to Develop Agile and Adaptive Leaders
Training Novices
and Experts: A Common Assessment
Mechanism for Knowledge, Skills, and Abilities
Realistic Methods
for Automated Coaching
Cognitive
Transformation Theory: Contrasting
Cognitive and Behavioral Learning
Using Deliberate
Practice to Train Military-Civilian Interagency Coordination
A Front-End
Analysis Design for a Multi-position, Multi-Function Platform
Instructional
Strategies for Exercise Manipulation in Distributed Mission Training
THE USE OF AN
OPEN SOURCE CMS IN MILITARY MAINTENANCE TRAINING
Understanding
Adult Resistance to Learning
Empowering the SME: Implementing a
Sustainable Model of Rapid Content Development for ADL
2006 Paper No. 2488 Major Tony Charles and Major Chris Edwards Directorate of
Individual Training (Army) The UK Defence e-Learning Strategic Vision and
Policy (2003) urged rapid prioritization of courses for e-Learning
conversion. Since 2003, Defence has
embraced new learning methodologies and the quantity and quality of Advanced Distributed
Learning (ADL) technologies has increased dramatically. As new training requirements are
identified, ADL is often the preferred methodology,
however converting appropriate legacy training to more appropriate media has
been blighted by inertia, due, in part, to an absence of senior officer
'buy-in', influenced by spiraling development costs. UK Defence is in a 'prove concept phase',
where decision makers require convincing that ADL meets training requirements
cost-effectively and with agility to react to change. The Army’s strategy identifies courseware
provision as a pillar underpinning the required cultural change to embrace
learning technologies. To avoid stumbling
at this first hurdle, the Army has studied how ADL can be developed cost-effectively,
quickly and from within existing assets.
This paper is a case
study of the Army's in-house courseware development strategy. In particular the role of the SME is
analysed with reference to developing high quality content, at speed, using
rapid content development tools to deploy courseware quickly and in response
to an operational requirement. The
process identified is offered as a blueprint for the management of a
sustainable rapid in-house capability in the military environment. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Scenario-based Multi-Level Learning for
Counterterrorism Intelligence Analysis
2006 Paper No. 2767 Dr. Sowmya
Ramachandran, Dr. Emilio Remolina Stottler Henke
Associates, Inc. Imedia.it, Inc. Threat analysis is a vital component of
homeland security. It is comprised of very complex tasks that utilize the
fundamentals of data analysis, pattern recognition, and critical thinking.
The US Army Intelligence Center and School at Fort Huachuca offers the
Intelligence in Combating Terrorism (ICT) course as a solid, two week
training program for Intelligence Analysts. An entire week is solely devoted
to threat analysis exercises based on real-world scenarios. These intense and
comprehensive exercises are what make the ICT course a very successful
training program. The knowledge and proficiency accumulated through this
practice is, measurably, more rewarding. However, a restricted audience and
limited instructor resources created a challenge. A self-paced, distance
learning solution that preserved the benefits of a hands-on experience was
needed. This paper discusses the
diverse challenges and breakthroughs of delivering a web-based ICT as the
first, SCORM 2004 compliant course for the Army, while implementing an
innovative Intelligent Tutoring System (ITS) that employs Artificial
Intelligence techniques to automatically assess student performance and
provide adaptive coaching in the context of realistic threat scenarios. This
paper will also discuss how these challenges were addressed in developing the
pioneering multi-level web-based training to meet the goals of increasing
knowledge and strengthening the skills of Intelligence Analysts. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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The ADL Registry Client: Solving the
Currency Issue of Content Reuse
2006 Paper No. 2848 Angela M. Lindsey, Dr. Kenneth Pisel Joint ADL Co-Laboratory The Advanced Distributed
Learning (ADL) Initiative and its Shareable Content Object Reference Model
(SCORM) offer the education and training community tremendous potential for
content object reuse and concomitant cost savings. Of equal importance is the
potential for SCORM to allow for leveraging relevant expertise from multiple
sources. Achieving this potential has been an evolutionary process as more
content and learning management systems (LMS) become
SCORM conformant. Implementing Department of Defense Instruction (DoDI)
1322.26 is the next step; as part of this instruction, DoD organizations will
comply with SCORM, register content, and store content in repositories. The
ADL Registry (ADL-R) allows users to search and discover information about
reusable content, but it does not currently address the long-term sustainment
of courseware. For example, if content is used by multiple sources, there
must be a mechanism that alerts users to changes in that content to support
long-term requirements. Without such notification and readily available
updates, shared content may soon become outdated. Since November 2005, the
Distance Learning Division at the Joint Forces Staff College (JFSC) has taken
an active role to solve these issues by developing the ADL Registry Client
(ADL-RC) prototype application with support from the Joint ADL
Co-Laboratory. The ADL-RC automates
the long-term maintenance of learning objects within the SCORM environment. When a change to shared content is noted by
the system, ADL Registry… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Technology based training – making the
correct choice
2006 Paper No. 2470 There are many factors
that must be considered when making instructional media selection decisions,
with the suitability of an instructional media to the learning task being the
most significant. E-learning as a form of technology based training has many strengths, but is not suitable for the treatment of
all learning tasks, and cannot always be considered as a complete
instructional solution. To complicate matters certain types of learning task
require that certain potentially supported media attributes must be
expressed, these may include certain forms of embedded media or specific
types of interaction that are supported by computer-moderated communications
technology. By analyzing the qualities of the learning task through what is
required by the training objectives in terms of learner performance,
conditions of demonstration and measurable standards, we can make an
evaluation as to the suitability of a form of technology based training from
a list of candidate media. Instructional media may support any or all of the
following – delivery of instruction, support for practice and assessment of
performance. This paper outlines a flowchart based methodology for assessing
the suitability of learning task to e-learning treatment, whether as a
partial or complete instructional solution; and makes recommendations as to
the form of technology based training that is most suitable. These criteria
were implemented into a decision flowchart suitable for elaboration into a
decision support tool, enabling users to assess the proportion of an extant
course suitable for conversion and the type of technology based training
considered to be the most suitable for each training objective. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Educational Extensions of Large-Scale
Simulations Enabled by High Performance Computing
2006 Paper No. 2562 Information Sciences
Institute, USC Apple Tree Services Science Applications
Int’l. Corp. Large-scale intelligent
agent simulations, enabled by high performance computing (HPC), have been
effectively used by the Department of Defense for experimentation and
analysis. The authors analyze their experiences in these and related areas,
then present data and conclusions to support new applications of proven
pedagogies to broaden the value of these capabilities across the areas of
training and education. Over more than
a decade, HPC has shown the ability to enable otherwise unattainable sizes of
intelligent agent simulations, growing from small unit, to battlefield, to
theater of war, and, finally, to global-scale operations. The techniques
necessary to achieve these levels were imported and adapted from early
supercomputing research in basic science projects at major universities. Among the insights from that research were
the reductions of validity and utility suffered when constrained samples of
the subject phenomena were simulated.
This paper extends that concept into the discipline of education and
demonstrates the putative desirability of having large-scale capabilities in
the educational environment as well.
The authors describe the available technologies for large-scale
simulations,… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Embedded Multi-Modal Unmanned System
Training
2006 Paper No. 2698 CESI Tim Roberts, Nicole Coeyman, Troy Dere, and Pat Garrity RDECOM-STTC Technology Engineering
Research Inc. Freehold, NJ The US Army Research, Development and
Engineering Command (RDECOM) Simulation and Training Technology Center (STTC)
has been involved in researching tactical behaviors
and multi-modal interfaces to control unmanned systems. This allows for
higher level training and fielding capabilities. The unmanned systems of
tomorrow will be integrated into individual and unit level operations and
will require more resources than just tele-operation and remote piloting.
This drives the need for advanced unmanned tactical behaviors and innovative
command and control methodologies. Since many of the unmanned systems
explored are not yet fielded, an embedded training approach was utilized to
test the capabilities, limitations and doctrinal implications of the
research. This supports not only the training, but potential operational
community. The goals of this
RDECOM-STTC funded research include multi-unit tactical operations,
scalability limitations between the air and ground
unmanned system domains, training effectiveness, and overall simulation
efficiency to supplement live exercises. This US Army funded research
explored the applicability of multi-level training of… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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An Integrated Model for Learning Object
Reuse
2006 Paper No. 2469 Learning object reuse is
one of the major aspirations of e-learning specifications such as the
Shareable Content Object Reference Model (SCORM). Much work has gone into the
technical framework for ensuring e-learning content is potentially reusable,
however this is not sufficient to ensure that actual reuse can take place.
This paper outlines an integrated reusability model which details the major
considerations for enabling actual reuse of learning content within
organisations. Key factors affecting the viability of learning content reuse
are the properties of the learning object itself (structural reuse and
contextual reuse); and the organisation’s preparedness to undertake learning
object reuse (operational reuse and strategic reuse). Reusability at the
structural level is determined by how the object has been technically
engineered. Contextual reusability is determined by the applicability of a
learning object to new learning events and the audience for those events.
Operational reusability has dependencies on organisational culture,
personnel, procedures and technology.
Strategic reusability is a function of organisational strategy that
may favour systematic or opportunistic reuse of objects, as well as how the
organisation defines the potential market for learning objects. The
integrated four-tier model is designed to aid organisations in evaluating the
viability of implementing learning object reuse and determining the potential
benefits, so that design for reuse efforts can be prioritised and focused
effectively. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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SCORM Reuse: Current Reality, Challenges,
and Best Practices
2006 Paper No. 2908 Jennifer Brooks, Paul Jesukiewicz Institute for Defense
Analyses This paper documents the
process and challenges with constructing a “patchwork” course comprised of
multiple Sharable Content Objects (SCOs) with very different graphical user
interfaces from each of the Department of Defense (DoD) Services. SCORM 1.2
SCOs received from the Services were converted to SCORM 2004, aggregated into
multiple sample courses with different sequencing strategies, and tested on
multiple SCORM 2004 Learning Management Systems (LMSs). The results of this
paper will be used to inform the learning community of best practices and
lessons learned for aggregating content objects from various organizations
and contexts for delivery on any SCORM 2004 conformant LMS. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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SCO Sighs: Why ADL Won’t Say How Big SCOs
Should Be
2006 Paper No. 2943 Eric J Roberts, William H Blackmon Advanced Distributed
Learning Initiative The Advanced Distributed
Learning (ADL) Initiative has not directly addressed the question of how big
a sharable content object should be. This paper explains why that position
has been taken, points out the undesirable consequences of dictating sharable
content object (SCO) size, and offers an example of a useful SCO with no
visible subject-matter content. Additionally, the paper presents a hierarchy
of re-use possibilities and describes their implications for the conduct of
instruction, the ADL-Registry, and the acquisitions procedures one might follow
when contracting for new instructional materials. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Teaching Simulation to Non-Engineering
Undergraduates: Systems Engineering and the
2006 Paper No. 2549 MAJ Ernest Y. Wong, LTC Brigitte T.
Kwinn Established in 1802, the United States
Military Academy (USMA) is considered to be To acquaint them to the
science of decision-making and indoctrinate them with a structured
methodology for solving real-world problems, the SE sequence introduces
cadets to computer simulations. Aimed to get them to think beyond the simple
answers that they have become accustomed to in many of their introductory
math and science classes, the simulation block of instruction requires cadets
to demonstrate higher levels of cognitive mental functions—namely the ability
to analyze, synthesize, and evaluate as described in Bloom’s taxonomy. In this paper, we describe the active
learning environment fostered by teaching Monte Carlo simulation, analyze the
summative and formative feedback received from students enrolled in the
course, and list the challenges associated with teaching simulation to
undergraduates who may not view the material as being essential to their
chosen…. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Effects of Age and Media Packaging on Designing
Training Systems
2006 Paper No. 2705 Modeling and In today’s work place
there are four distinct generations working side-by-side. Generational
differences can be expressed in terms of visual media exposure. There are
often disconnects between the Baby-boomers and the “Nintendo” generations.
Training programs designed for learners under thirty, are often conceived and
funded by decision-makers who are over fifty. During their formative years,
these two groups had very different media exposure that shaped their
expectations for the packaging of training systems. This paper will explore
and contrast generational differences that result from exposure to media
packaging when each group was under twenty; and how this influences the
design, packaging, and funding of training programs today. For the
under-thirty learners, exposure to an expanded array of media options has
evolved a more visual and kinesthetic learning style. Understanding these
changes and utilizing techniques from the advertising domain should improve
the effectiveness of current and future training programs. Blending modeling
and simulation with packaging and delivery techniques used in advertising and
entertainment may result in the cost-effective creation of more compelling
and engaging training, reducing learning time, while increasing comprehension
and retention. Developing a better understanding of these generational
differences is key in the design and funding of
training systems. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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The Boomer-Millennial Convergence:
Designing Instruction for the Learners of Tomorrow
2006 Paper No. 2986 Janice Ware and Rosemary Craft Vertex Solutions, Inc. The Department of Defense (DoD) and the
Federal Government face a daunting challenge in the next decade as the
American workplace rapidly changes. Within the next five years, an estimated
45% of public employees in the Likewise, as Boomers leave the workforce, they
will be replaced in increasing numbers by individuals from younger
generations. And these new generations
(known as Generation X and the Millennial generation) are very different
generations from those that precede them.
Many Gen Xers and virtually all Millennials have never known a world
without PCs, computer games, email, the Internet, Instant Messaging, cell
phones, PDAs and IPods. Technology has
influenced how they learn and how they will function in the workplace. Meeting the learning requirements of these
younger workers will add an additional level of complexity to the challenges
faced by the learning community. What type of learning
will be required in a workplace co-habited by Boomers, Gen Xers and
Millennials? How can technology be
used to bridge the generation gap and meet the learning needs of these very
different demographics? … This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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COMMUNICATING COMPLEX INSTRUCTIONAL DESIGNS
TO DIFFERENT STAKEHOLDERS
2006 Paper No. 2682 TNO Human Factors
Department of Training and Instruction The Royal Netherlands Air Force (RNLAF) is
introducing blended learning for their maintenance training of highly
advanced technical systems. Blended learning environments should combine
modern pedagogical approaches with state-of-the art e-learning
technology. The instructional design for such blended
learning solutions is mostly very complex. RNLAF officers that are
responsible for the instructional design and managing the subsequent
development process face the challenge of communicating this design, with all
its pedagogical, technical, and organizational implications, to different
stakeholders. Examples of stakeholders are managers that have to approve the
design, producers that have to implement the design, or instructors and
subject matter experts that want to validate the design and the subject
matter information. The first reason of this
problem is the need for different kinds of information for particular
stakeholders, as these have different interests and therefore different
expectations of the design documents. For example, instructors and
instructional designers want to be informed about pedagogical implications,
by means of textual and schematic descriptions. Also, producers want to be
informed about the technical implications, by means of precise, formalized
diagrams. … This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Using the Meaning Equivalence Method to
Assess and Enhance Learning Outcomes
2006 Paper No. 2922 Pedagogical Science LLC
Training initiatives can be optimized if there
is collaborative effort to simultaneously improve models of instruction and
assessment design. Unless the content of assessment (what) and format of
assessment (how) match what is taught and how it is taught, results are
meaningless. Good assessments must mirror good instruction, and vice versa.
Gathering meaningful, valid, accurate information about learners’
understanding and competencies before, during, and after training is crucial
to planning further instruction. Current methods (e.g., multiple-choice)
available for the assessment of learning are plagued with problems and often
do not reveal depth of comprehension of the learned material. Frequently
criticized for their heavy reliance on memory-based or procedural knowledge,
they can also lead to instruction which stress basic knowledge and
skills. This paper describes the
design, development, application, and various evaluative implementations of a
research-based assessment and instructional methodology designed to evaluate
and enhance learners’ deep understanding of learned material. Discourse researchers
propose that the ability to mentally represent a given meaning in a variety
of ways is a pre-requisite for, and a marker of, deep comprehension. This
premise underpins the new Meaning Equivalence (ME) Assessment and
Instructional methodology. The ME
method aims to assess deep comprehension of newly acquired concepts in a
given content area by evaluating the learner's ability to recognize and
produce multiple representations of content that encode
equivalence-of-meaning. In addition, ME is also
believed to allow learners to begin thinking in ways that promote deep processing
and understanding, prerequisites for successful… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Team Training Task Analysis A Practical
Expression of a Complex Problem
2006 Paper No. 3044 David Hutchings and Steve Hartley VEGA Group plc From an operational perspective, the joining
together of functionality across the military enterprise, usually by some
form of connectivity such as information flow, is deemed to facilitate
military outcomes, as evidence by such initiatives as the UK MoD’s Networked
Enabled Capability. However, achieving
success is underpinned by the need for an appropriate collective training
environment, which flows from an expression of collective training need on
which the training design is based. Expressions of individual training are well
understood and paradigms for capturing and articulating skills and
competencies at the level of the individual abound. However, the same cannot be said for
capturing equivalent expressions at the collective or team level. Individuals that come together either as
prescribed teams or increasingly in an ad hoc way, require to have the
cognitive reference points that enable them, at both the individual and
collective levels, to deal with situations as they arise in a way that
delivers the required outcomes. The circumstance where
individuals form teams by prescription or chance are not limited to a
military environment but for the purposes of this paper, the context of
capturing team/collective training expression is that pertaining to a
military environment. Accordingly,
emphasis within the paper is given to the term ‘training’ to accord with the
lingua franca of military speak, whereas the term ‘learning’ would be equally
valid but is more usually applied outside the military context. … This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Simulation experience Design Methods for
Training the Forces to Think Adaptively
2006 Paper No. 2672 Sandia National
Laboratories The present paper discusses the Simulation
Experience Design method employed to create engaging learning environments
for training U.S. Armed Forces to think adaptively. This design method is
based on the notion that one’s total experience in the simulated environment,
or crucible, is integral to the learning process. A “crucible” experience is
a defining moment that unleashes abilities, forces crucial choices, and
sharpens focus. Simulation Experience Design lies in purposefully weaving
players’ interactions with all entities and variables in the simulation game
environment in order to guide certain communication events to occur. The
system of interactions executed in the simulation game guides players to
experience the effects or consequences of behaving, responding, thinking,
identifying, acting, and feeling in certain ways. The Simulation Experience Design Method
focuses on creating problem-solving opportunities in open-ended, culturally
relevant environments in which users build awareness of the problem domain,
internalize strategic thinking and hypothesis building, discover their
strengths and weaknesses, develop intercultural communication skills, and
hone the perceptual sensitivity to confidently navigate complex
phenomena. The examples referred to in this paper reflect
a unique twist on the first-person shooter game engine that is nonviolent and
adapted to train communication and interpersonal rapport building
skills. In effect, a first-person
shooter engine can be used to train non-kinetic engagements. Currently an
instantiation of an adaptive training system employing the Simulation
Experience Design Method… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Serious Games by Serious Instructional
Designers
2006 Paper No. 2779 Jaime Henderson and Valerie Hainley Imedia.it, Inc. The current buzz-word in the e-Learning
community is game-based learning or serious games–games whose primary focus
is education not entertainment. Until
recently, much e-Learning consisted of page-turner lessons created in an
attempt to fill the growing demand for online courses. However, e-Learning is
moving beyond merely digitizing traditional classroom course content for
online accessibility. These serious games are becoming the new model for e-Learning. A good game, including a serious game,
consists of a story, a clear goal, a significant yet not impossible
challenge, meaningful actions, and appropriate feedback all rolled up in an
attention-getting package. A challenge for instructional designers in
creating these serious games is changing our mindset from the traditional
presentation of the lesson followed by testing to assess student
comprehension. These lessons are typically in text format followed by a
multiple choice test. Even when we try to jazz it up with graphics and
interactivity, it is still the same old thing. In creating games, we need to
move away from putting text on a screen to creating engaging learning
experiences. So, how do we make the transition from instructional designers
to serious game designers? What do instructional designers need to do
differently? This paper describes the
challenges and lessons learned in designing two game-based courses for the
U.S. Army. We’ve had to adapt everything from storyboarding to the changing
roles of the development team members. Instructional designers need to know
how games work and how to keep the educational objective from being obscured
by the entertainment and glitz of the game. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Harnessing Experiential Learning Theory to
Achieve Warfighting Excellence
2006 Paper No. 2974 Dr. Ellen Menaker, Dr. Susan Coleman, Mr. Joe Collins, and Dr. Marci
Murawski Intelligent Decision
Systems, Inc. New technologies have
invigorated the need to understand and apply experiential learning theory in
ways to optimize learning. Large financial investments are being devoted to
high-fidelity games and simulations for the purpose of learning. Integration
of experiential learning into computer-based learning, games, and simulations
for learning offers a powerful strategy to achieve warfighting excellence.
This paper contends that this strategy must be more than just offering the
learner an environment to experience. This paper provides an overview of
experiential learning theories and describes how science of learning research
can be incorporated into designs that unleash the powerful combinations of
new technologies and new understanding about learning. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Interagency Collaboration Produces Sharable
Training
2006 Paper No. 2587 Concurrent Technologies
Corporation The Veterans Health Administration (VHA)
Employee Education System (EES) has launched a collaborative effort with
their counterpart agencies in the Air Force, Army, Coast Guard, and Navy to
develop reusable training content that demonstrates effective instructional
design, high production quality, and applicability to multiple agencies. This effort is in direct support of the
Advanced Distributed Learning (ADL) initiative and is proving the Sharable
Content Object Reference Model (SCORM®) concept. This paper summarizes efforts of the first two
pilot training programs developed under this initiative, noting insights
applicable to the ADL community and others involved in interagency
cooperative efforts. The first course,
dealing with the prevention and management of workplace violence, provides
learners experience through scenario-based exercises. The second is a training program for
Pharmacy Technicians. It is extensive
in scope, preparing technicians for certification exams, and providing
didactic, laboratory, and clinical training. Both programs are, or will be,
developed to the SCORM® 2004 specification.
The diversity of these
two programs reveals critical success factors for the design, development,
and management of SCORM-conformant training.
At a course management level, this includes increasing the
effectiveness of interactive collaborative efforts. At the course creation level, this includes
the design of learning objects … This paper
is available on the 2006 I/ITSEC CD ROM. Order
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Distributed Medical Curricula Architecture
2006 Paper No. 2907 Judith Riess, PhD., Eric Allely, M.D. Tekamah US Air Force Research
Laboratory The demands for tools and
methods to strengthen remote medical management capabilities has been
accelerated due to new operational threat environments and scarce medical
resources. Critical voids in remote operational health care management
prompted the development of tools to aid global first-responders in
comprehensively evaluating medical situations through a distributive,
deployable, protocol-driven training system Tools that distribute knowledge
toaid first-responders in comprehensively evaluating a medical situation,
guide the uniform collection and reporting of critical information, and
provide a telemedicine clinical reach-back to medical experts are essential
components of today's medical preparedness and response plans. The DMCA is designed to expand and
strengthen existing capabilities by creating a dynamic, interactive,
distributed architecture that takes full advantage of current best practices
in information science. Designers of online
learning systems have a wide variety of software tools and learning platforms
at their disposal. However, many
different vendor tools and platforms are not able to share learning resources
and/or interoperate with each other. Software tools should support the
learning objective, the standards, behavior and performance needed. The goal of the DMCA is: • To develop courses, scenarios,
simulations and curriculum that provide skill based state-of-the-art training; … This paper
is available on the 2006 I/ITSEC CD ROM. Order
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Surgical Educators Incorporating Surgical
Simulation Take Lessons from Flight Training
2006 Paper No. 2972 Marvin P. Fried, M.D. and Babak Sadoughi,
M.D. Albert Einstein College
of Medicine’s Lockheed Martin
Simulation, Training and Support Surgery and aviation are
similar in enough ways that surgical educators developed an intense interest
in the aviation paradigm of training. This paper will discuss these
similarities and the lessons that surgical educators take for integrating
simulation into surgical education and training. Virtual reality training has
gained acceptance within the surgical community as a safe and valid method.
However, practical implementation of surgical simulation in training programs
remains an issue. The most pressing need is to design and validate simulators
within many different specialties. The American College of Surgeons is
interested in promoting surgical simulators by identifying targets for
simulation; researching, writing, and implementing the plan for medical
simulation training; and investigating sources of funding. The obstacle to
success is bringing together the currently available knowledge and technology
that achieve devices robust and fluid enough for the potential
envisioned. Creating environments that
can be hazardous, as achieved in flight training, is crucial to the training
of the surgeon—patients cannot be placed at risk. The surgeon learning and
development continuum begins with basic skills and then moves up the path to
the most complex procedures, keeping in mind that performance and judgment
are critical. An important adjunct to surgical simulation is building the
patient-specific case library covering the full range of procedures with the
many variations. Experiencing these cases in simulation along with the busy
surgical residency exponentially increases the surgeon preparation
opportunities within the same timeframe. The … This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Implementing an Adaptive Learning Model
through Dynamic Content Object Assembly
2006 Paper No. 2702 Cheryl Lowry, Ted Kula and Lee Kraus ManTech The focus of this paper
is to discuss the application of an adaptive model for learner remediation
based on the dynamic assembly of sharable content objects. The fundamental
approach is to employ a combination of macro-adaptive and micro-adaptive
learning strategies that enable learner control of remediation content in
regard to poor-performance. The system
leverages a repository of SCORM 2004-conformant content. The solution allows for pre-implementation
categorization of learners, by establishing instructor-determined categories
based on prior experience such as beginner, intermediate, or advanced
learner. The system is designed to
allow the instructor to establish a knowledge acquisition threshold based on
post-implementation assessment performance.
Then the system combines category classification and assessment
performance to determine remediation content.
If the learner, based on pre-established categorization, performs
below the established threshold, the learning management system dynamically
assembles a remediation “course” or learning experience based on the learning
objects associated with the poor performance.
In addition, the dynamically created course, based on learner
categorization, embeds additional content objects that provide new context
for the learner. This improves the
instructional integrity of the new course assembly. Finally, the paper addresses a specific
evaluation model for the effectiveness of the remediation model. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Simulation Representation using SCORM
2006 Paper No. 2868 Patrick S.Gallagher and Hasan Altalib SAIC In education, simulations have come to
encompass children's simulation-games, curricula based on student modeling,
lab simulations for science study to commercial and expensive flight
simulators for teaching airline pilots how to fly. When targeted towards
learning, well-designed simulations can have a high level of learning
transference which is an ideal in education and training. Meaningful learning
experiences require a partnership of tools used to represent meaningful
problems where learning and activity are considered inseparable and learning
is embodied in tool usage. One type of learning environment that supports
meaningful learning is the simulation. However, to realize the effectiveness
of broadly using simulations for online learning, shareable content objects
(SCOs) and resources should support the complex interactions required. SCORM 2004 currently has
robust affordances for online learning such as the sequence and navigation
model that will allow flexibility in the design of learning interactions.
However, it is not being used to support the integration of simulations as
learning activities other than at the SCO level or in using external systems.
It may be possible, however, to utilize these affordances along with specific
SCO and asset typologies to begin designing and integrating simulations. To
begin to understand the possibilities of this and other approaches,
simulations need to be abstracted into a typology with specific
characteristics and analyzed against various aspects of the SCORM to
determine the best approach to SCORM-Simulation integration. This paper
discusses the results of an initial analysis and analysis protocol development
as well as the possible steps forward. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Mapping Intelligent Tutoring System
Constructs to SCORM 2004 Data Structures
2006 Paper No. 2982 Michael K. Anthony, Alan R. S. Ashworth SRA International Inc, Over the last several years, the Sharable
Content Object Reference Model (SCORM) has evolved and improved
significantly. Perhaps the most useful improvement to the SCORM is the addition
of Simple Sequencing capabilities released with version 1.3 (SCORM 2004).
Simple Sequencing has provided courseware developers with the tools necessary
to design complex instructional systems such as those found in Intelligent
Tutoring System (ITS). Specifically, developers can now use Simple Sequencing
to design courseware with complex branching to provide individualized
instruction to target the learning needs of individual students. The purpose of this paper
is to add to the knowledge base of the ADL community by explicitly mapping
the constructs of typical ITS to the data structures
in SCORM 2004. The mapping will provide a reference for those courseware
developers accustomed to building intelligent, adaptive, or individualized
training systems by providing an explicit mapping of ITS constructs (i.e.
expert model, novice model, instructional approach) to the SCORM data
structures. These concepts can be applied to and SCORM 2004 courseware
development project. Subsequently, this paper will also address the
difference in terminology between SCORM 2004 and that used by cognitive
scientists and engineers who typically develop ITS. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Learning and Knowledge Management: Story
Telling for Knowledge Capture
2006 Paper No. 2487 National As
defined in “The Knowledge Management Puzzle: Human and social factors in
knowledge Management” by J. C. Thomas, W. A. Kellogg, and T. Erickson (IBM
Systems Journal, http://www.research.ibm.com/journal) story telling can be a
way “to foster creativity in individuals and groups, and they also provide a
valuable way of presenting and communicating knowledge…particular stories can
illustrate a specific point…in teaching the concepts of systems thinking…of
mutual impact that people have on each other.” This story about the NASA
Engineering and Safety Center (NESC) Academy will present the systematic
approach taken to gather the knowledge from a rapidly “graying” population of
expert NESC engineers and scientists that were instrumental in the first NASA
aerospace programs, and turn that knowledge, into computer information that
is available and accessible to help the current generation with the new lunar
program or other new NASA space initiatives. From an educational
point-of-view, lessons learned and relayed by scientists and engineers from
the past NASA program, help the current personnel with their thinking
processes, problem solving on actual space-related technical engineering and
scientific approaches, and performance results with those similar, present
day events. The
Academy has implemented the knowledge capture process for gathering the
stories and has put them into several formats for sharing the information.
This paper will discuss the use of interviews and story gathering for
creating knowledge “snippets” that can be used for research, and supporting
technical engineering positions. The paper will discuss
application of this technique for other organizations faced with losing
pertinent data from a rapidly “graying” population. … This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Discovering the Invisible: Using Tacit
Knowledge to Develop Agile and Adaptive Leaders
2006 Paper No. 2524 Holly C. Baxter, Lisa M. Stevens Klein Associates A Division of Applied
Research Associates, Inc. Deputy Director More than ever,
the ability to share tacit knowledge and expertise is integral to today’s
military. The asymmetric nature of our enemies is such that their tactics are
ever changing, making it imperative that Soldiers adapt their tactics,
techniques, and procedures (TTPs) by exploiting recent observations, insights,
and lessons learned from theater to apply to relevant tailored training in
order to become agile and adaptive leaders. Without effective knowledge
management, these valuable lessons learned, TTPs, and best practices can go
to waste, potentially putting lives at higher risk. One of the main problems
is that tacit knowledge is difficult to capture. Tacit knowledge often
involves skills so well learned and familiar that an expert may not even be
consciously aware of using them in the course of performing difficult tasks
or reacting to stressful situations requiring near instantaneous decisions.
This knowledge is often so deeply embedded that it requires specially trained
interviewers to get at the processes that Soldiers have difficulty
articulating. Because this technique
is costly and time-consuming, many organizations have tried to acquire tacit
knowledge through other more affordable, yet less effective means. This study
took an in-depth look at the challenges faced by over 50 Soldiers ranging from
Squad Leaders to Corps Commanders during recent deployments to either
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Training Novices and Experts: A Common Assessment Mechanism for
Knowledge, Skills, and Abilities
2006 Paper No. 2737 Mary Ann Pigora, Theresa Tamash Applied Research
Associates, Inc. Southeast Division, Applied Research
Associates, Inc Klein Associates
Division, There are a number of assessment data models
that support authoring of objective (question-based) tests. Many of these
include an intelligent tutor that can present “hints,” remedial material
presentation, or advanced placement, providing tailored feedback in a timely
and cost effective manner. Developing effective assessment and decision
support models in the “free play” environment of a simulation-based exercise
is more difficult, and disparate assessment models can result in inconsistent
training. Current research in
Naturalistic Decision Making (NDM) investigates the strategies people use in
performing complex, ill-structured, and high-stakes tasks under time
pressure, uncertainty, and in the context of organizational constraints. In many dynamic, uncertain, and fast-paced
environments, there is no single right way to make decisions. Thus, the NDM
approach typically studies experts to define quality decision making and
describe good decision-making processes.
This paper outlines an objective system to teach and assess these NDM
skills, both for the individual and as a team. The goal of our system is
to train an individual from novice level to expert starting with little or no
exposure to the target domain. We will
define our system in three phases: knowledge, skills, and abilities, to
correlate with Bloom’s taxonomy of learning domains. In the knowledge stage, the novice gains
understanding of the domain. In the
skills stage, the trainee translates knowledge into behavioral demonstrations
of the material. In the abilities
stage, the trainee applies the skills to make decisions in a real world team
environment with uncertainty,… organizational
constraints. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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||
Realistic Methods for Automated Coaching
2006 Paper No. 2782 Scott B. Shadrick, James W. Lussier U.S. Army Research
Institute Northrop Grumman The battlefields of the 21st century will rely
on versatile, adaptive leaders to achieve situational dominance in highly
dynamic environments. Adaptive
battlefield thinking is a complex cognitive task that requires commanders to
monitor the unfolding tactical situation for unanticipated events, identify
key characteristics of the situation, and to determine the proper actions in
response. Ensuring effective training
will require innovative methods. One
very promising solution is focused, deliberate training in the area of
adaptive battlefield thinking. To
meet the needs of the future battlefield, the Army has developed a
theme-based Think Like a Commander training program. The training program utilizes eight themes
of battlefield thinking that are thinking behaviors characteristic of high-level
tactical experts. Evaluating the training
during live, face-to-face instruction revealed significant performance gains
even though the amount of time to perform the task was decreased with each
exercise. The training method
relies on coaching to increases the rate at which participants can improve
their performance and to reduce the possibility of negative training. Training in a distributed or an embedded
environment will often occur without the benefit of a live instructor or
coach. While instructorless coaching
has been successful for procedural level skills, it presents a challenge for
cognitive skills. … This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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||
Cognitive Transformation Theory: Contrasting Cognitive and Behavioral
Learning
2006 Paper No. 2500 Gary Klein, Ph.D., Holly C. Baxter, Ph.D. Klein Associates, A
Division of Applied Research Associates, Inc. The traditional approach
to learning is to define the objectives (the gap between the knowledge a
person has and the knowledge the person needs to perform the task), establish
the regimen for practice, and provide feedback. Learning procedures and
factual data is seen as adding more information and skills to the person’s
storehouse of knowledge. However, this storehouse metaphor is poorly suited
for cognitive skill, and does not address the differing learning needs of
novices and experts. Teaching cognitive skills requires the diagnosis of the
problem in terms of flaws in existing mental models, not gaps in knowledge.
It requires learning objectives that are linked to the person’s current
mental models. It requires practice regimens that may have to result in
“unlearning” that enables the person to abandon the current, flawed mental
models. It requires feedback that promotes sensemaking. We propose a
Cognitive Transformation Theory to guide the development of cognitive skills.
Finally, we present several strategies that might be useful in overcoming
barriers to understanding and to revising mental models. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Using Deliberate Practice to Train
Military-Civilian Interagency Coordination
2006 Paper No. 2785 Jeffrey M. Beaubien, Michael J. Paley, and Sibyl Badugu Aptima, Inc. US Army Research
Institute Charles W. Ennis Jr., Steve Jacklin MPRI, Inc. The Army has recently been called upon to lead
numerous Support and Stability Operations (SASOs) to relieve suffering and
help local authorities respond to crises. To be successful during SASOs, Army
officers must effectively interact with their counterparts from other
military, civilian, and non-profit organizations. This holds true for both
foreign deployments in the global war on terror and domestic crises such as
Hurricane Katrina. Unfortunately,
current methods for training the crisis management skills that are required
for success in SASOs are insufficient. Specifically, the Army’s current
“train as you fight” focus – with its emphasis on unstructured practice in
whole-task environments, and the use of costly, high-fidelity simulation – is
an inefficient approach to training. While these types of experiences may
help to reinforce the existing knowledge of experienced crisis managers, they
will not transform a good crisis manager into an expert one. The Army needs
to develop training that incorporates the principles of deliberate practice,
especially at lower echelons of command. …
This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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A Front-End Analysis Design for a
Multi-position, Multi-Function Platform
2006 Paper No. 2899 Wendy R. Weeks and Frederick H. Stafford The Boeing Company Precious flight hours are saved when a
training system is optimally designed to minimize the amount of training
performed on the actual aircraft. This concept reduces the number of aircraft
required to support training needs and translates into program cost savings. This is a major goal of the P-8A
Multi-mission Maritime Aircraft (MMA) Training System. The primary mission of
the P-8A MMA, which will replace the aging P-3 Orion, is ASW surveillance.
Due to the changing needs of the war fighter, the mission for the P-8 has
grown to include many other functions in additional to the maritime patrol
duties. This paper highlights three key factors that
make the P-8A front end analysis process successful. First, the paper
describes how a Top Down Functional Analysis (TDFA) was conducted to identify
the mission requirements of the P-8A.
The TDFA is important to project success because it created a strong
foundation for the training program design.
Secondly, the paper describes how the training
will be designed to connect the missions of the P-8A MMA to the training
curriculum. Included in this
explanation is a description of how the task analysis and curriculum
development processes are being developed to support pilots, mission system
operators, and maintainers. More
specifically, the paper illustrates how tasks are selected for training, how
learning models are evaluated and implemented, how learning taxonomies are
assigned, and how media is selected for a multi-position crew,
multi-function, training program. Finally, the paper
discusses how a multi-discipline team can successfully engage in a
collaborative, spiral… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Instructional Strategies for Exercise
Manipulation in Distributed
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THE USE OF AN OPEN SOURCE CMS IN MILITARY
MAINTENANCE TRAINING
2006 Paper No. 2644 Royal Head of Training Policy
Branch RNLAF Royal Norwegian Air
Force(RNoAF) Head of technology and
learning section RNoAF Technical Training
center Kjevik The
Royal Netherlands Air Force and the Royal Norwegian Air Force have developed
an Electronic Learning Environment for F-16 maintenance training, which takes
full advantage of advanced learning technology. Central in the blended
learning environment is a course management system (CMS). We will discuss the
differences between closed / commercial software source (CSS) and open source
software ( This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Understanding Adult Resistance to Learning
2006 Paper No. 2522 Unaffiliated Under certain
circumstances, and with appropriate trigger mechanisms, adult learners may
indulge in hostile classroom behaviors through which they resist learning,
encourage others to do the same, and even engage in a direct, intentional,
hostile attack upon the instructor.
Hostile, deliberate, overt resistance to learning is very real,
different from motivation, and rarely discussed. It is a significant problem in the field of
adult learning, yet has received scant direct attention in the literature,
despite its prevalence, high cost, and clear relevance to policy and
practice. This paper describes the
dynamic interactions among instructor and adult students in classroom
learning environments, identifies the major relevant issues in play, and
discusses each as potential causes of hostile resistance to learning. Learning is a process of change, and as
such involves feelings of uncertainty and ambiguity, which create discomfort. Issues of power and control may arise,
accompanied by power plays employed by manipulative people. Perceptual filters are used by the
participants as mechanisms to interpret meaning and select appropriate
responses are described. These filters
vary by such factors as race, culture, gender, and life experiences. The participants react to the challenge of
learning, in ways consistent with their behavioral predispositions, the
degree of threat they perceive, and their personal views regarding their
responsibility and ability to control their own life events. Participants’ responses often include
hostile, overt refusal to assimilate or even consider the learning
material. The practitioner will be
engaging in a dynamic assessment of the learning experience as it unfolds,
gauging results so as to be able to adjust factors under the instructor’s
control, such as pace and style. The
process does not end there, as the practitioner continuously engages in a
reflective process of self-questioning concerning the progress and status of the
learning activity. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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