THEORIES,
METHODS AND APPLICATIONS FOR LEARNING
A GAME-BASED
TRAINING MODEL DEVELOPMENT, APPLICATION, AND EVALUATION
AFFECTIVE
DOCTRINAL EDUCATION A CASE STUDY IN AIR FORCE CORE COMPETENCY EDUCATION
MATURING
FROM CBT TO WBT IN AN ADL AND SCORM ENVIRONMENT
LEAVE NO ONE
BEHIND: DESIGNING COURSEWARE FOR DELIVERY TO WEB, LAN AND STAND-ALONE
CONFIGURATIONS
USING ADL
CONCEPTS TO INTEGRATE INTERACTIVE ELECTRONIC TECHNICAL MANUALS WITH MULTIMEDIA
INSTRUCTION
IMPLEMENTING A KNOWLEDGE MANAGEMENT CONCEPT
FOR DISTRIBUTED MISSION TRAINING
THE QUEST
TOWARDS AN ADVANCED LEARNING MANAGEMENT SYSTEM
TRAINING
TEAM INTEGRATION IN A LARGE, DISTRIBUTED TACTICAL TEAM: A COGNITIVE APPROACH
DIGITAL SKILL TRAINING: INFORMATION DEMANDS
AND LEARNING BY EXPLORATION
APPLICATION
OF COGNITIVE PRINCIPLES IN DISTRIBUTED COMPUTER-BASED TRAINING
TRAINING AND ASSESSING DECISION-MAKING SKILLS
IN A VIRTUAL ENVIRONMENT
INTERACTIVE
TRAINING APPLICATIONS USING RESPONSIVE VIRTUAL HUMAN TECHNOLOGY
COVE —A
SHIPHANDLING TRAINER WITH AN ATTITUDE. 108
WEB-ENABLED
MILITARY STUDENT PERFORMANCE PARAMETERS
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A GAME-BASED TRAINING MODEL
DEVELOPMENT, APPLICATION, AND EVALUATION Rosemary Garris and Robert Ahlers Naval Air Systems Command Training Systems Division Orlando, Florida A shift in military
training is underway from a traditional emphasis on classroom instruction to
a more learnercentric model of training. In this approach, where training may
be delivered “anytime, anywhere, ” trainees are often dispersed, and there is
a greater responsibility on the learner to maintain motivation for his or her
own learning. Although instructional
games can provide a learning environment that actively engages the learner,
this remains a relatively new instructional technology with limited empirical
support. Several studies have
examined the effects of game-based instructional programs on learning. For
example, both Whitehall and McDonald (1993) and Ricci, Salas, and
Cannon-Bowers (1996) found that instruction incorporating game features led
to improved learning. In addition,
Ricci, et. al (1996) proposed that instruction that incorporated game
features enhanced student motivation, which led to greater attention to
training content and greater retention. There is an implicit
model of learning that is inherent in these studies. First, the goal is to
design an instructional program that incorporates certain features or
characteristics of games. Second,
these features trigger a game cycle, a repeating cycle of user judgments,
behavior, and feedback that characterizes the game player’s self-motivated
engagement and task persistence (Garris, Ahlers, and Driskell, 2001). To the
extent that training designers are successful in pairing instructional
content with appropriate game features, this engagement in game play leads to
the achievement of training objectives and specific learning outcomes.
Although many have noted the potential benefits that may be gained from
incorporating game characteristics into instructional applications, there is
clearly little consensus regarding what the essential characteristics are and
how they should be implemented. Based on a review of the literature about
games, motivational training, and motivation-related constructs, we
synthesized a model of motivational training using game features and
predicted training and motivation outcomes. In this paper, we describe
essential game features, how they were implemented for this research, and
report a subset of the results of an empirical study to assess the
effectiveness of a game-based trainer to enhance submarine technical skills
and the effects of the training approach on student motivation. Bottom Gun, a
game-based periscope trainer developed in support of this research, is a
simulation-based game that incorporates simulated contacts, a high rate of
interactivity, scoring, and visual and sound effects. The control training
condition provided the same contacts within the same scenarios minus the game
characteristics. The proposed
approach to designing and evaluating the effectiveness of games was generally
supported. Despite holding training objectives and content constant, Bottom
Gun was perceived as more game-like than the control condition. Results
indicated that both training conditions resulted in significant improvements
in accuracy in calling angle-on-the-bow, a difficult visual perception task.
However, the game-based training resulted in smaller visual estimation errors
than the control training condition. Additionally, four context-specific
measures of components of motivation, including locus of control,
self-efficacy, valence, and goal commitment were found to have shifted in a
positive direction at the post-test.
This
paper is available on the 2001 I/ITSEC CD ROM.
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Air Education and Training Command
(AETC), Studies and Analysis Squadron San Antonio, Texas AETC 333rd Training Squadron Biloxi, Mississippi AETC Studies and Analysis Squadron San Antonio, Texas AETC Technology Requirements Branch San Antonio, Texas AETC Studies and Analysis Squadron San
Antonio, Texas Air Education and Training Command
(AETC) Studies and Analysis Squadron (SAS) in conjunction with 333rd Training
Squadron (TRS) at Keesler AFB, MS is evaluating an innovative application of
Electronic Books (e-books). Testbeds
for this study are the Base Information Protection (BIP) course and the Air
Force Defense Message System (DMS) course.
At issue are the suitability and effectiveness of Electronic Books as
a replacement for printed course materials (textbooks, study aids, course
handouts, etc.). Before e-books, the
DMS course had a fluid content taught via paper media. Updates in the
curricula continuously forced changes in the paper media. Course instructors
implemented these changes through reproduction of the course lessons, study
aids, and handouts, incurring extremely high print/reproduction costs to the
unit. Because e-books mitigate these costs, speed the update process, and
somewhat improve student scores, they represent a viable alternative to paper
media.
This
paper is available on the 2001 I/ITSEC CD ROM.
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AFFECTIVE DOCTRINAL EDUCATION A CASE
STUDY IN AIR FORCE CORE COMPETENCY EDUCATION Chief, Atlantis Wargame Branch,
Squadron Officer College Maxwell AFB, AL One
of the challenges of the Aerospace Basic Course (ABC) at Maxwell Air Force
Base AL, is to increase new officers’ understanding of Air Force ((AF) Doctrine,
specifically AF Core Competencies. These competencies describe how the AF
contributes to the overall Department of Defense warfighting effort. We have
found an innovative method of increasing our students’ understanding of
doctrine through the use of a modified commercial off-the-shelf (COTS)
wargame/simulation, along with traditional classroom instruction. This method
of instruction is multimodal learning. The students first read about the core
competencies, next they receive more lecture and debate in the classroom,
then all six core competencies are wrapped up in a concluding case study. The
finale of this educational experience is an interactive practical application
of the core competencies where the students see doctrine recreated in a competitive
warfighting environment. This interactive simulation, developed in-house from
COTS software, evolved over time to fill the critical role it now serves in
the ABC curriculum. The results of this method of learning are primarily in
the subjective realm. Course instructors see a fundamental shift in the way
students view the core competencies. Students no longer see the core
competencies as terms and definitions to be memorized for a test, but instead
as guiding principles of air warfare to be internalized as the foundation of
an Air Force officer’s continuing military education.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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MATURING FROM CBT TO WBT IN AN ADL AND
SCORM ENVIRONMENT Capt Duane B. Hellums, Chief, Instructional Technology
Applications Branch Air Force Institute for Advanced
Distributed Learning (AFIADL) Maxwell Air Force Base, Gunter Annex,
Alabama How
do we overcome the instructional and technological challenges of implementing
ADL and SCORM in large, disparate organizations such as the Air Force and
DoD?Our traditional education and training environment involves a wide
variety of resident, paper-based, and CD-ROM courses. Advanced Distributed
Learning (ADL) and the Sharable Content Object Reference Model (SCORM)
standard provide an admirable goal and vision for a new Internet-based
instructional approach--what steps must the Air Force and DoD take to reach
such a destination? What paradigm shifts are necessary and what are the
critical tasks in deploying a Learning Management System (LMS)? How do we
make best use of the information technology (IT) infrastructure when it may
not be fully ready to support ADL?
How do we design instructional systems and content for effective
reuse? AFIADL has participated in
many projects, initiatives, pilots, and prototypes that have generated the
practical experience needed to answer these key questions. Specifically, our
paper focuses on ADL lessons learned, conclusions, and recommendations.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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LEAVE NO ONE BEHIND: DESIGNING
COURSEWARE FOR DELIVERY TO WEB, LAN AND STAND-ALONE CONFIGURATIONS Naval Education and Training Professional Development and Technology
Center Pensacola, Florida Advanced Systems Technology, Pensacola,
Florida Historically, the
Navy has used a variety of technologies to deliver Interactive Multimedia
Instruction (IMI) content. One of those has been the Shipboard Training
Enhancement Program (STEP), which delivers courseware via CD-ROM to every
ship in the Navy and many Navy shore stations. Until recently, these courses
were designed to run primarily on stand-alone workstations. In recent years,
the Internet has become a viable vehicle for courseware delivery and
maintenance. Additionally, the emergence of the Shareable Content Object Reference
Model (SCORM) offers flexibility in using courseware content that has several
obvious benefits. But there is still a need to design content once, then
deliver it to, and use it in, the variety of environments that still exist
across the Navy. While many Sailors and Marines might have access to the
Internet and a SCORM-conformant Learning Management System (LMS) while they
are ashore, it is currently unrealistic to expect a shipboard Local Area
Network (LAN), much less a standalone workstation, to always have such
capability. Additionally, costs associated with life-cycle management of
courses developed in traditional authoring systems are typically high, since
a copy of that authoring system and personnel with expertise in it are
required. To lower these costs, some courses have been developed to retrieve
content from a structured format like a database. This makes the life-cycle
management process easier and promotes re-use of the content. But if these
courses are designed to run over the Internet, they often require a product
like Cold Fusion® Server on the system to run the course – an option too
expensive for the average stand--alone computer user to implement. A vehicle is
required that maintains the benefits of a structured storage format, takes advantage
of the benefits offered by SCORM and the Internet, but also permits LAN and
stand-alone users to use the same developed training. The Naval Education and
Training Professional Development and Technology Center (NETPDTC) explored
various options that could be implemented to address these issues. This
presentation will focus on a product that was first conceived during a pilot
feasibility study spearheaded by NETPDTC, the initial concept of which was
complemented by follow-on discussions and the outgrowth of a course
conversion contract with Advanced Systems Technology (AST). The result is a
prototype development and installation vehicle that satisfies these
requirements. This vehicle has been used in the production of several Navy
IMI courses. This paper describes the philosophy behind the product, the
features incorporated into the product that were deemed important, and the
process through which preliminary decisions in product development were made.
This
paper is available on the 2001 I/ITSEC CD ROM.
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USING ADL CONCEPTS TO INTEGRATE INTERACTIVE
ELECTRONIC TECHNICAL MANUALS WITH MULTIMEDIA INSTRUCTION Brandt W. Dargue & William O. Shook The Boeing Company St. Louis, Missouri At
most larger companies, technical manuals and training have traditionally been
created by separate groups with different skills, yet similar backgrounds and
knowledge. The same is true for their interactive electronic counterparts,
Interactive Courseware (ICW) and Interactive Electronic Technical Manual
(IETM). Although much of the data used in both products is similar and is
usually derived from the same source, their development has typically been
contracted and performed independently. Over recent years, ICW/IETM
integration is a topic that has been getting a lot of attention as job skills
become more diverse and complex, budgets decrease, efficient use of resources
becomes more important, and combat readiness becomes more difficult.
Integrating these products will not only increase training effectiveness, but
also allow the user to earn proper training credit while performing job tasks
aided by the Electronic Performance Support System (EPSS). Since at least
1993, Boeing has been investigating how to integrate ICW and the IETM. The
purpose of this paper is to discuss the research Boeing has conducted on
ICW/IETM integration and discuss methods to achieve the ICW/IETM integration
using Advanced Distributed Learning (ADL) concepts.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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IMPLEMENTING
A KNOWLEDGE MANAGEMENT CONCEPT FOR DISTRIBUTED
MISSION TRAINING
Link Simulation and Training Division L3 Communications Mesa,Arizona Training Systems and Support Division The Boeing Company Mesa,Arizona The Air Force Research Laboratory (AFRL) in Mesa, Arizona
is applying Knowledge Management (KM) theory to organize and extrapolate
relevant performance measurement data collected during Distributed Mission
Training DMT) exercises. KM as it
relates to the integration with DMT can be defined as the synergy of research
data and the analysis of explicit and implicit experiences of the simulated
training environment. By using a strategic approach to data collection and
retrieval, KM for DMT becomes more than a centralized database project, it
becomes a community of practice for those involved in the future of training
effectiveness for the warfighter. We are implementing five KM principles (Processes, Information Technology Tools, Taxonomies, Communities of Practice, and Cultural Adaptation /Learning) using a phased approach consisting of identification, collaboration, and analysis. Projected outcomes of the implementation of KM theory are improved information and increased organizational knowledge resulting in a coherent program of research and application. This effort will develop a theoretical and operational framework to aid in the identification of key competencies for both DMT and operational training and guide development of air-to-air combat mission readiness strategies by effectively engaging in cutting-edge training systems technology.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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THE ADAPTATION AND EVALUATION OF AN
INTELLIGENT TUTORING SYSTEM FOR THE MULTIPLE LAUNCH ROCKET SYSTEM U. S. Army Research Institute for the
Behavioral and Social Sciences Alexandria, Virginia Sonalysts, Inc. Waterford, Connecticut U. S. Army Research Institute for the
Behavioral and Social Sciences Alexandria, Virginia U. S. Army Training and Doctrine
Command Fort Monroe, Virginia This paper examines the cross-transfer, adaptation, and evaluation of an intelligent tutoring system. The knowledge and skill being trained concerns making optimal decisions regarding reconnaissance, selection, and occupation of position (RSOP) for emplacement of a multiple launch rocket system. This is a critical, culminating task that synthesizes weeks of doctrinal training into a hands-on exercise. The tutoring system was derived from ExpertTrain TM , a technology developed by Sonalysts, Inc. and tested initially in the Navy on radar systems controllers. This technology was identified to have high applicability to the RSOP training within the field artillery. The intelligent tutor adapted for the task, called the Virtual Sand Table (VST), was extended by means of a knowledge engineering process with subject matter experts at the U. S. Army Field Artillery School. The task was conventionally trained on a large, physical table of sand. Students were required to study an operations order and emplace firing points, ammunition hiding areas, platoon operations centers, etc. in accordance with their tactical decisions and Army doctrinal standards. The VST version of the exercise replicated the training environment on a desktop PC with the added advantage of informative feedback and computer-based coaching. Training effectiveness data were collected over a one-year period. A comparison group (n=209) used the conventional sand table and a treatment group (n=105) used the VST during four-hour training session. Through a performance measure based on the final RSOP plan, results indicated superior performance by the VST treatment group, with a learning effect size of 1.05 standard deviation units above the comparison group. This translates to a 35% improvement in training. The VST has since been implemented in the Captains Career Course at Fort Sill, Oklahoma. This project illustrates a successful adaptation of technology used by one service for the benefit of another.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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THE QUEST TOWARDS AN ADVANCED LEARNING
MANAGEMENT SYSTEM Michael D. Myjak, Sean T. Sharp The Virtual Workshop Titusville, FL Joseph Henderson, Mark Noel, Douglas Campbell Dartmouth Interactive Media Laboratory,
One Medical Center Drive, Lebanon, NH Computers
and the Internet are pervasive elements in personal and professional life,
and their influence on education and training continues to grow rapidly.
Current efforts however, are typically limited to the dissemination of
text-based documents and a few graphic images with very limited use of other
media, such as lectures-on-demand that take advantage of audio streaming,
"slide shows"of text bullets and graphics, streaming video or
integrated animations and interactive simulations. Server-based learning
environments today offer little more interactivity than advanced relational
database storage facilities. Future systems will likely peer with one
another, including users, to dynamically create highly interactive and
adaptive learning environments, more aptly suited to the student. It is our
position that the future Advanced Distributed Learning (ADL) environment will
not only incorporate this wide range of media types, but that perhaps
Learning Management Systems (LMSs) themselves will become distributed peering
systems. Taking
the LMS to an advanced level requires an architecture with the ability to
support multiple users in a shared, peering, distributed, real-time
environment. This new approach encourages new levels of user interaction and
pedagogy. Our approach promotes a web-based system that generates both a
highly immersive environment for the user while simultaneously minimizing
other user distractions, enhancing the learning experience while minimizing the
noise. Additionally, our approach allows the LMS to be used in an evaluation
mode or in potentially classified environments, both requiring that a sound
security model be built into the system from the ground up. This
paper describes our approach to developing the architecture and constructing
an implementation of our advanced LMS for the ADL community. We describe how
an immersive user interface promotes the learning environment by enabling
certain types of experiences for the user and thus leads to learning
different types of knowledge not usually addressed by conventional programs.
This
paper is available on the 2001 I/ITSEC CD ROM.
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Training Team Integration in a Large,
Distributed Tactical Team: A Cognitive Approach Kelly Neville, Jennifer Fowlkes, Laura Milham, Maureen Bergondy, Melissa M. Walwanis, Tamara Strini, Danielle Merket CHI Systems, Inc. , Orlando, Florida 2 University of Central Florida, Orlando,
Florida Naval Air Systems Command, Naval Air
Warfare Center Training Systems Division, Orlando, Florida In
this paper, we describe a team cognitive task analysis (CTA) conducted for
the purpose of guiding the development of training and training systems for large,
distributed tactical teams. This effort is based on the premise that
challenges associated with working in a large, distributed tactical team
differ from those associated with working in less complex (e.g., smaller or
co-located) teams. This difference means that team training paradigms
developed in recent years for the latter type of team may not adequately
support team integration expertise in the more complex type of team. Thus,
our goals include identifying (1) challenges to team coordination in large,
distributed tactical teams; (2) knowledge and skills used to achieve
coordination in the face of those challenges; and (3) training guidelines and
approaches that support the acquisition of team coordination knowledge and
skills. To these ends, e performed a training requirements analysis of the
naval air wing domain and are performing a CTA to assess the knowledge and
skills used by expert versus novice aviators in support of team coordination.
The CTA and its implications for training design are the focus of this paper.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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DIGITAL
SKILL TRAINING: INFORMATION DEMANDS AND LEARNING BY EXPLORATION U.S.Army Research Institute Infantry
Forces Research Unit Fort Benning, Georgia The emergence of computer software in the Army’s tactical
equipment on a relatively large scale raises the question of how to best train
the diverse populations of soldiers on this software. This paper presents the results of an
experiment comparing computer-based programs for training the knowledge and
“digital” skills required in using a map interface typical of many of these
systems. A prototype Land Warrior map interface was modeled. It was used to display and find
individuals and units, and to determine the range and azimuth between objects
and individuals/units on the map. First,
soldiers learned a coding system for identifying individuals and units
displayed on the map. This system combined the Army’s standard weapon and
unit symbols with the battle roster numbering system. Two training conditions
were compared. In one condition, much information was presented before soldiers
had an opportunity to apply the knowledge and skills they had acquired. This
placed high demands on working memory. In the other condition, the same
information was presented in smaller chunks, placing lower demands on working
memory. In
the map phase of the experiment, three ways of training map skills were
compared. Again, low and high demand conditions were implemented, and an
exploratory condition was added. In the exploratory condition, soldiers were
informed of the map functions they had to learn, but not how to execute the
required steps. A total of
168 soldiers from four Infantry courses participated: those in initial
Infantry training, the Infantry Officer Basic Course, and the Basic and
Advanced Noncommissioned Officer Courses. These soldiers represented the
soldiers in an Infantry platoon who will use the future Land Warrior system.
Within each course, soldiers were randomly assigned to the experimental
conditions. Consistent
differences in the soldier populations occurred in both experimental phases,
with officers typically achieving the highest scores in the shortest amount
of time, and Infantry trainees scoring the lowest, taking the most time. In
both training phases, differences in favor of the low demand condition
occurred for the instructional segments where the amount of information
presented was the most discrepant between the high and low conditions. On the
map final exam, soldiers in the exploratory condition had the lowest scores,
with those in the low demand condition achieving the highest scores. In sum,
the low demand condition was the most effective for code and map skills.
Combining this traditional mode of instruction with an exploratory mode might
also prove very effective in acquiring the interactive skills and insights required
to work with digital interfaces. This
paper is available on the 2001 I/ITSEC CD ROM. |
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APPLICATION OF COGNITIVE PRINCIPLES IN
DISTRIBUTED COMPUTER-BASED TRAINING Richard C. Deatz and Charlotte H. Campbell Human Resources Research Organization Fort Knox, Kentucky As the U.
S. Army continues to develop more powerful and more complex digital systems,
both training needs and training opportunities are being considered. These
highly technical weapons and information systems are upgraded frequently,
causing an almost continuous need for training, both for operators and for
leaders and staff members who use the information to conduct battlefield
command and control. The challenges for trainers and training developers are
to keep up with the software drops, deliver incremental raining that
highlights critical modifications, and provide support so that units can
practice using the systems without incurring high training costs or extra
wear and tear on systems. By increasing the opportunities for distributed
computer-based training that incorporates cognitive learning principles,
skill acquisition and retention can be improved. This
paper describes research and development on ways to incorporate instructional
techniques and cognitive principles in various distributed training
presentations, including standalone (CD-ROM delivered), internet-based, and
embedded training. Analysis of a variety of principles and techniques
resulted in selection of a limited set to be used in prototype training
module development. The prototype training module addresses operator training
for the Force XXI Battle Command Brigade and Below (FBCB2), the Army’s
vehicle-mounted digital system for distributing information to provide
situational awareness. The prototype module is PC-based, and demonstrates how
the techniques and principles can be incorporated in distributed training. In
this presentation, we will describe how the selected instructional techniques
and cognitive principles can be used in distributed computer-based training.
We will provide screen captures that illustrate how each technique and
principle can be instantiated in individual operator training for FBCB2.
Finally, we will discuss lessons learned and issues for future research and
development.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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TRAINING
AND ASSESSING DECISION-MAKING SKILLS IN A VIRTUAL ENVIRONMENT Robert J.Pleban and Margaret S. Salter U.S.Army Research Institute for the
Behavioral and Social Sciences Fort Benning,Georgia This
paper describes a research effort designed to: 1) determine the effectiveness
of using a virtual environment to train small unit leader decision-making
skills; 2) examine the feasibility of using a virtual environment as a test
bed for developing situation awareness (SA) measurement instruments and; 3)
assess the role of SA in decision-making in simulated dismounted infantry
environments. Seven experienced and seven inexperienced Army officers,
role-playing a dismounted infantry platoon leader, individually conducted
four urban operation missions in a virtual environment setting Missions
included built-in decision points that required the officer to take specific
actions at each point. Decision-making capability and SA were assessed for
each mission. Decision-making accuracy improved over missions. Statistical analyses
revealed a significant non-linear effect. Decision-making errors (failure to
act) increased from Trial One to Trial Two and then decreased over the
remaining trials. Fewer decision errors were made in Trial Four than in Trial
One. The officers' level of experience did not affect the rate of learning. Experience did play a significant role in SA
assessments. The experienced officers
were significantly better at locating both enemy troops and elements of their
own platoon on a map. They were also better at identifying both the strongest
enemy locations and the location of the element posing the highest threat to
their platoon than inexperienced officers.
Conversely, inexperienced officers were better at identifying the
locations of the strongest friendly elements than experienced officers. Selected
SA measures predicted a significant portion of the variance (69%) in
decision-point scores. Overall,the
research showed that real world decision-making skills could be trained using
virtual environment technologies. By
incorporating virtual environment technologies in training, soldiers can
develop the cognitive framework needed for effective decision-making. The present research showed that a
virtual environment can be used as a research and development test bed for
examining SA. Valuable insights were obtained showing, for example,how the
focus of SA changes with experience. The implications of this finding for
improving SA in new officers are discussed.
Finally, the virtual environment setting permitted closer empirical
examination of the linkage between decision-making and situation awareness in
dismounted infantry operations.
This
paper is available on the 2001 I/ITSEC CD ROM.
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INTERACTIVE TRAINING APPLICATIONS USING
RESPONSIVE VIRTUAL HUMAN TECHNOLOGY Robert C. Hubal & Geoffrey A. Frank Research Triangle Institute Research Triangle Park, North Carolina Intelligent
agents are being used in fields as diverse as computer generated forces,
manufacturing, medicine, and theater. Where intelligent agents have not been
employed, though, is in interaction skills training. But interaction skills
-- interviewing, negotiating, tactical communications, eliciting
information--are critical to today's soldiers, police, and many professionals
(e.g., doctors, lawyers) in our service-oriented economy. Sample scenarios
include interviewing refugees, handling some forms of asymmetric threats
(such as hostage negotiations), and encounters in high-stress military
situations (such as negotiating a passage of arms through a checkpoint held
by coalition forces). When it occurs, interaction skills training usually
relies on peer-to-peer role playing or passive learning through videos. These
forms of training lead to a critical training gap, because the students are
limited in the practice time and the variety of scenarios that they
encounter. But it is exactly this practice, studies show that leads to
significant on-the-job benefits. We
have developed responsive virtual human technology (RVHT) that allows
natural, interactive dialog between the soldier and system. RVHT can improve
training by reducing the necessary infrastructure (e.g., personnel), by
providing soldiers with more practice time and consistent interaction
experiences. RVHT is a relatively recent advance in training technology.
Portraying emotions in a virtual human requires clearly defined emotional
state, action that shows thought processes, and accentuation to reveal
feelings, yet lifelike virtual humans can lead to improvements in
problem-solving ability and can engage and motivate students. Most
importantly, RVHT can open entirely new capabilities for computer-based training
of interpersonal skills, and can provide the benefits of reduced training
costs, increased student-teacher ratios, individualized tutoring, and greater
student convenience that are associated with computer-based training.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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COVE —A SHIPHANDLING TRAINER WITH AN
ATTITUDE BBN Technologies Cambridge, Massachusetts The
benefits of using virtual environments for training are widely accepted.
However, several challenges remain: to provide personalized embedded
instruction during practice sessions, to provide a level of fidelity
consistent with the instructional goals of the trainer, and to deliver these
capabilities cost-effectively so as to encourage their wide-spread adoption.
The Conning Officer Virtual Environment (COVE) project is addressing these
challenges in the context of shiphandling training for the US Navy.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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NAVAL
RESERVE SENIOR ENLISTED ACADEMY – USING TECHNOLOGY TO PUT A NINE WEEK COURSE
IN A TWO WEEK BOX Naval Education and Training
Professional Development and Technology Center Pensacola, Florida The Senior Enlisted Academy is one of the Navy’s most
prestigious professional enlisted training opportunities. This course prepares selected members of
the Navy’s senior enlisted community (E-8’s and E-9’s) for greater
professional responsibility and opportunity, and attendance is considered to
be career enhancing. Until now, it has been extremely difficult for members
of the Naval Reserve to attend the course and gain entry into the ranks of
SEA alumni. The course of instruction
takes nine weeks, while most reservists are limited to a two week Annual
Training (AT) period each year. The
convergence of several distributed learning support technologies has enabled
the creation of a Senior Enlisted Academy Non-Resident Course that leverages
asynchronous distributed learning with a resident training component to
achieve training equivalent to the Senior Enlisted Academy for Naval Reserve
personnel. The Naval Reserve Professional Development Center, New Orleans,and
the Naval Education and Training Professional Development and Technology
Center,Pensacola,have developed a facilitated Interactive Multimedia
Instruction/Web Based Training course of instruction to be taken at home by
reservists.This Distributed Learning (DL)component comprises seven weeks of
instruction,to be completed in a five-month period.At the conclusion of the
DL component,reservists will report to NRPDC, New Orleans,for a concluding
two-week resident training component,which will contain those portions of the
course unsuitable for delivery as DL. Special consideration was given to creating numerous collaborative activities in the course to foster the same sense of community and cooperation among the course participants as that experienced by those attending he 9-week course. This was particularly challenging due to the necessity to ensure all activities were performed asynchronously to accommodate the variable schedules of reservists. This facilitated IMI/WBT hybrid course could potentially become a model for delivery of other professional or technical training,extending the range of educational opportunities for both reservists and active duty personnel.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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A FLEXIBLE TRAINING SOLUTION FOR
MEDICAL LABORATORY NCOs U. S. Army Medical Department Center
&School Fort Sam Houston (San Antonio), Texas Allen Communications, Division of
Mentergy Inc. Salt Lake City, Utah A Flexible Training
Solution for Medical Laboratory NCOs. Medical laboratory sergeants attending the Army Medical
Department's (AMEDD) Basic Noncommissioned Officer Course (BNCOC) typically
come from very diverse backgrounds. They may have served predominantly in
large hospitals, small clinics, in deployable field hospitals or, as Army
Reservists, in jobs other than the medical laboratory. However, they all need advanced training
to gain leadership and technical knowledge and skills. They may not have good access to a
computer or the Internet, especially if they are in a deployed laboratory
immediately prior to attending the course. In order to overcome many of the
challenges to training this diverse group of students, we have developed a
flexible training program, much of which will be taken in a distance learning
(distributed) environment. The course consists of both CBT and WBT components
where the lessons are on CD-ROM and the post-tests are on the web. Students
are able to move through the lessons without being connected to the Web, yet
instructors are able to keep track of student progress via database files
sent as email attachments and via the post-test administration program. To
ensure that the intended student is taking the lesson and post-test, a
comprehensive final exam is administered via the web, but a photo ID is
required before the site monitor permits access to the exam. Although many
students will have access to computers either at home or work, they may have
to move from computer to computer. A simple method for carrying student data
from one computer to another has been developed. Internet access may not
always be available and the connections may be too slow for the
graphics-intense lessons. We have ensured the student's access to current
scientific and regulatory information by embedding hyperlinks in the CD-ROM;
and by having those hyperlinks route the student's access through the
schoolhouse's web site, instructors can keep links up to date. This enables
the CBT lessons to remain current even as content changes occur on the web
sites. Content delivery has been enhanced for students who need a bit more
explanation by the use of an electronic mentor (fictional character) who
applies content. There is group collaboration between students throughout the
world as they prepare case studies during distance learning phase to be
presented during resident phase. An instructor will monitor the progress of
the case study preparation. Remediation and assistance is provided by the
glossary, email instructor feature, electronic bulletin board, repeatable
practice, and self-paced learning environment.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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ADVANCED DISTRIBUTED LEARNING (ADL)
TECHNOLOGIES AND NIGHT VISION DEVICE TRAINING John W. Ruffner, Ph. D. , Kim G. Woodward, Jim Fulbrook, Ph. D. DCS Corporation Alexandria, Virginia Recent
technological advances in night vision devices (NVDs), such as night vision goggles
(NVGs) and thermal imaging systems, have greatly increased their potential
for improving warfighter readiness, effectiveness, and safety in night
operations. However, it is unlikely that this potential will be fully
achieved without a systematic, integrated approach to training. Research
findings and operational experience suggest that the majority of the problems
that NVG users experience can be attributed to: (1) a limited understanding
of their limitations and (2) perceptual problems encountered when using the
devices. In addition, there is evidence that NVG knowledge and skills are
highly perishable and require frequent practice for sustainment. In the past,
NVG training consisted of a mix of training technologies, such as classroom
instruction, hands-on training, simulation, and vehicle/aircraft training. A
mix of technologies is required because NVG knowledge and skills requirements
are heterogeneous and complex. Advances in Advanced Distributed Learning
(ADL) technologies, such as computer-based training (CBT) and web-based
training (WBT), make these attractive additions to the NVG training mix by
providing high quality training to warfighters at the time and place it is
needed the most, and which is suited to learner needs and learning styles. In
this paper we discuss efforts to develop and implement CBT/WBT for NVG
training and provide examples and illustrations in the dismounted and mounted
warfighter environments. We cite lessons learned and discuss the issues
involved in systematically integrating ADL technologies with other NVG
training technologies. Finally, we provide recommendations for future
research and development.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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Online Learning Excellence The Training Place Tucson, Arizona This learning orientation research
describes theoretical foundations for understanding sources for individual
learning differences and the impact for instructional designers. Discovery in
the neurosciences in the last ten years has revealed the complexities of
brain activity and of multiple levels of the brain interacting
dynamically. These theories highlight
more than the cognitive element, they explore the dominant power of emotions
and intentions on learning and the very human variability of online
learning. This perspective is more
robust than typical, primarily cognitive (thinking) explanations (such as,
learning styles and strategies), because it discusses a more comprehensive
set of key psychological factors. The challenge is to use this information
to personalize learning and use the
technology to adapt learning to match individual learning differences. Offering a unique perspective about
learning in the 21st century, this paper introduces an adult learning model
….(a) learner-difference profiles describing sources for individual learning
differences, (b) specific reasons why some learners are more successful than
others, (c) strategies for helping
learners improve Web learning ability, and (d) design guidelines that tap
into the dominant influence of emotions, intentions, and social factors on
learning. These insights offer simple ways to enhance and evaluate contemporary
Web instructional designs so that these learning environments created by
instructional designers can instill habits for continuous learning and
demonstrated performance improvement.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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MEASURING QUALITY IN THE PRODUCTION OF WEB-BASED
TRAINING: INSTRUCTIONAL DESIGN, PROCESS CONTROL, AND USER SATISFACTION Raytheon Technical Services Company Pensacola, Florida The
field of software engineering has extensive literature regarding quality
engineering and management. Procedures for process control, problem
identification, defect analysis, and revision control are specified and
standardized across the industry. Within the training realm, and specifically
within production of web-based training, however, standardized quality
engineering techniques are not commonly specified or followed. Although the
production of WBT software follows many principles of software engineering,
quality engineering for WBT production often does not follow the same
guidelines. For the training industry, quality engineering and management is
an area that needs more attention. This
paper will present an introduction to quality engineering principles relating
directly to four attributes of web-based training production. First, quality
measurement within the instructional design underlying web-based training
will be explored –how to control and measure reliance on a standard design
model and how to verify the integrity of WBT components, such as design
strategies, objectives, instruction, assessment, and delivery mechanisms.
Next, the paper will describe techniques to control quality during WBT
production. In this section of the paper, the process of adapting software
engineering quality control mechanisms to WBT production will be described
and will include formative and summative courseware testing procedures,
quality standard definitions, quality documentation and reporting, production
quality management techniques, and courseware quality ratings. Following
that, the costs of quality management will be explained as they relate to the
costs of quality personnel and production time dedicated to quality
engineering. Finally, the paper will conclude with a look at potential
barriers to effective quality management, including staff acceptance,
funding, the availability of a quality management process, and availability
of quality management experience. Resources for quality management education
and information will be presented, as will techniques for quality insertion
into WBT design and production. Again,
although formal quality engineering principles for software engineering do
not translate completely to the production of web-based training, there is
potential for procedural commonality. It is hoped that this paper will
contribute to the shared knowledge base of quality engineering procedures
within the training industry.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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SAMPLE LESSONS LEARNED FROM ADVANCED
DISTRIBUTED LEARNING EFFORTS Psychological Consultant To Joint
Advanced Distributed Learning Co-Laboratory Orlando, Florida & Naval Air Systems Command, Training
Systems Division Orlando, Florida With
the prevalence of activity geared toward designing, developing, and
delivering Advanced Distributed Learning (ADL), understanding the challenges
and issues faced by ADL pioneers increases in importance everyday. Others
forging into the ADL arena, as well as those who continue to strive to
provide web-based training that lives up to the promises of being available
anywhere and anytime yet instructionally sound, can benefit from the
experiences of those who have worked on ADL efforts. The purpose of the current
effort was to gather lessons learned information from Prototype ADL Efforts
that were sponsored by the Joint ADL Co-Laboratory in Orlando, FL. This paper
provides a brief description of the methodology utilized to obtain this
lessons learned information, as well as a sample of lessons learned
information that was gathered.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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SMALL GROUP INSTRUCTION IN REAL-TIME
OVER THE WEB U. S. Army Armor School Fort Knox, Kentucky In 1998, the U. S.
Army Armor School launched a major distance learning effort to convert an eighteen-week
officer professional development course to an instructional strategy that
could be delivered over the Internet. Two major challenges had to be met and
overcome. The first was to redesign all content, developing the knowledge and
comprehension levels into interactive asynchronous lessons deliverable over
the Internet. The second was to implement, at a distance, the small group
exercises essential for students to develop higher level thinking skills
needed for problem solving. From August 1998 until March 2000, the Armor
School developed and implemented the asynchronous courseware that delivered
the knowledge/comprehension levels of learning. Feedback from students and
data analyses indicated that the courseware was effective. During that same timeframe,
the Armor School also developed a learning environment called the Virtual
Tactical Operations Center (VTOC), which enabled the students to apply the
knowledge gained in the asynchronous courseware. The development of the VTOC
was unique in that the features of the collaborative environment were
actually developed using the basic collaborative environment itself. The
development was conducted among contractors in Munich, Illinois, and Texas
and government content experts at Fort Knox. Features include a 3D Tactical
Operations Center that can be exchanged for 3D terrain, reference access,
test production, a map overlay editor, a map display with movement matched by
the 3D world, a text chat function and voice conferencing, and display of the
participants'names. Implementation occurred between April and October 2000
with 16 students meeting on a monthly basis. Feedback from the students was
extremely positive. Students were each assigned roles to play in monthly
scenarios provided to them by their instructor via an on-line student
syllabus/homework site within the VTOC. During each weekend session, which
lasted 8 hours on Saturday and 3 hours on Sunday, the students worked on
developing products that were a direct result of the combat scenarios they were
assigned. The VTOC allows collaboration of groups of 15 and splitting up of
that group into as many as 6 groups. All students have learning tools within
the VTOC that allow production of text products, development of map overlays,
and presentation of oral briefings. The instructor and students have the
capability of attaching others to them as they move their avatars through
either of the virtual 3D environments, causing those attached to see what the
leader sees. In addition, a 2D terrain display shows students how their
decisions on the battlefield are then reflected in the 3D world displayed
right beside it. Working through the issues of group dynamics, grading group
work, maintaining group cohesiveness, motivating students to stay up with the
group has demonstrated that learning effectiveness in cognitive and
constructivist terms is doable over the Web, that the Web is not just for
simplistic learning, and that group work is not limited to chat rooms and
bulletin boards. The Web is capable of supporting interactive, truly
collaborative, real-time learning environments, where peer exchange and
instructor facilitation allow the light bulb to go on.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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RAPID WBT DEVELOMENT WITH TEMPLATES USCG Training Center Petaluma
Instructional Support Team Leader Soza &Company, Ltd. Converting
classroom based courses to web based delivery can be difficult, time
consuming, and costly. Classroom instructors often lack the skills needed to
develop online materials using traditional development tools. The U. S. Coast
Guard is facing these challenges as they work to convert courses to web based
formats. The problem is often complicated by reductions in instructor staff
and small development teams. Faced with these challenges the Instructional
Support Team at U. S. Coast Guard Training Center Petaluma developed a
template based approach to course development that allows instructors and
subjects matter experts to populate course content using Microsoft Word. The
Web Development Template was initially developed to assist in the conversion
of one course to web-based training. The template sought to meet very
specific criteria for the course and the instructors. However, once the project
began the team quickly realized how the template could be applied to other
courses to reduce development time. This
paper will describe the goals of the template, the processes employed to
develop courses using the template, how the template works, and the
requirements for implementing this approach. Also discussed are the skills
required by instructors and the amount of assistance required from media
developers. Data on the development time of the template and development for
courses will also be presented.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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Web-Enabled Military Student
Performance Parameters and Illinois Institute of Technology
Research Institute AB Tech Group Alexandria, VA Training
and education is being transformed by the introduction of technology-based
distributed learning systems to replace and/or supplement traditional methods
of instruction. However, this transformation is still in its infancy:
education and training organizations are still working out how the “art and
science” of instruction is properly translated into the technology-based
model. The
military instructional model has certain unique requirements that must be
addressed by this transformation, namely the continuous exchange of
information between student and instructor throughout the learning process.
These requirements drive the design of the instructional interface by defining
which data, or student performance parameters, are captured and exchanged.
These same requirements also drive the choice of the delivery method which
mediates the information interchange. The
military instructional model has driven the US Army Armor School to perfect
an “instructor-in-the-loop” methodology delivered via the Internet and World
Wide Web to meet these requirements. This instructor-in-the-loop methodology
provides a number of capabilities that are not only essential for the
deployment of military-quality distributed learning, but also advantageous
for other arenas of instruction where high standards of student performance
are best achieved through a combination of computer-based training and the
mentorship of highly-qualified instructors.
This
paper is available on the 2001 I/ITSEC CD ROM. |