Title: Virtual Training Simulations
1 Virtual Training Simulations Game-Based
Systems Large-Scale Adoption Issues
SpringSim, Military Modeling Simulation, San
Diego, CA, March 2009 (tutorial also presented
at I/ITSEC 2008)
- Amela Sadagic, PhD
- asadagic_at_nps.edu
2Motivation
Late 80s, early mid 90s
3Motivation
4Motivation
5Agenda
- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
6- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
7Tutorial is Not About
- Connectivity to the network server needs
- Costs financial aspects
- Acquisition procurement
- Maintenance administrative management
8Tutorial is About
- The phase AFTER the training system is acquired.
- User aspects dissemination, adoption, deployment
and use of those systems among intended users
(both instructors and trainees). - Factors influencing large scale adoption.
- Techniques for changing adoption rate.
- Effective techniques for maximizing the
investments made in those systems.
9- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
10Current Training Needs
- Situation that military community deals with
- changes of doctrinal teachings mission
objectives, - operational tempo changes dramatically,
- unsatisfactory retention rate for the serviceman,
- and no performance drop-off!
- Training needs
- train large number of skills,
- train large number of people,
- train in novel ways, motivate learners,
- train in novel places under novel conditions,
- acquire new skills,
- learn do novel tasks,
- and achieve all that in a short period of time!
11- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
12Simulations and Game-Based Systems
- Can they be a solution?
- They will not provide a complete (only) solution,
- but most likely they will be a good part of
that solution. - A paradigm shift - truly and successfully
enabling novel training practices, and achieving
significant results, happens only when - large majority (ideally everyone) uses those
solutions, - they do it methodically and consistently,
- they have those solutions available 24 / 7.
13Definition of Problem
- Affordable solutions, substantial and continuing
investments, fairly well recognized and
acknowledged potential - ? yet still no evidence of large scale adoption
of technology-based solutions and their effective
and systematic use for learning and training
purposes. - Large scale gt 80 users
14Simulations and Game-Based Systems cont.
- Game-based systems computer-supported real-time
systems that couple multiple sensory information
(visual, auditory, haptic, olfactory) in an
organized way providing a meaningful context for
human action and collaboration. This includes the
elements of - content representation of the environment,
actors and characters (one or many), - storyline / plot / scenario,
- dynamics set of rules, behaviors and interaction
modalities, - task(s) and overall goal of action,
- system feedback about players success/results in
session (score). - Goal learning and training.
15Examples of Games and Game-Based Systems
- Games -gt Entertainment
- EverQuest
- World of Warcraft
- Tiger Woods 99 PGA Tour Golf
- Game-Based Systems / Serious Games -gt Learning
and Training - CCM (Close Combat Marine)
- VBS 2 (Virtual Battle Space)
- FOPCSim, VCCT
- Which group is concerned with the validity,
correct simulation of physical phenomena and
human behaviors, metrics and measurements?
16Game-Based Training Systems Examples
17Simulations and Game-Based Training Systems
- Why should we use them? They are
- mature enough,
- affordable,
- they have a potential to
- Enable more effective learning/training
- learn more, quicker, retain skills and knowledge
longer, less cost involved, - Increase interest and motivate learners/trainees,
- Enable learning/training situations that would
not be possible otherwise, - But also
18Correspond to Contemporary Lives of Its Users
- 4 years ago gt 60 Marines played video games.
They also used other digital gadgets
applications. - Now All young IOC and TBS officers, as well as
young Marines (almost everyone) own personal
computer. - Questions
- Should learners working hours (school, unit) be
as contemporary as their free-time? - Is the alienation from a clunky old segment
of learners life possible to happen, and how can
one address it?
19Classroom-of-the-Future
(as seen by the high-school students 9 years ago
in 2000!)
Expectations set by new generations
20More on Why Use Game-Based Training Systems
- Provide rich visual and spatial representations
- Simulate rich environment with multiple sensory
information coupled together in an organized way
- video, audio and other stimuli in a sync - Provide immediate feedback to learners actions
- Include elements of storytelling and narration
- Enable role-playing and experimentation
- Engage user in active learning process
- Can be fun and motivate users for learning
(training) - Adaptable for different skill levels and learning
styles - Enable high level of presence (this may influence
performance) - Immerse users in problem-solving activities
- Enhance experiential learning
- Easy to play out a number of different situations
(scenarios) - perfecting skills - Exploring a number of what-ifs
- Self-selection of the level of difficulty
ownership over the learning process
21Caveats
- Simulations (technology) are only the tools - not
a goal and not a full package, just a segment
of it. - Simulations are not the ultimate replacement for
current training approaches. - Simulation should be employed when it is a better
solution for a given objective - need to match
training approaches and tools with training
objectives. - Efforts should be directed towards coupling of
learning/ training objectives and goals with
right approaches, right tools, having in mind the
audience we deal with.
22- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
23Diffusion of Innovation
- It is a technical issue AND social process.
- Innovations DO NOT sell themselves.
- 5 categories of adopters
- Innovators
- Early adopters
- Early majority
- Late majority
- Laggards
- Opinion leaders - change agents - change agent
aide
Everett M. Rogers, Diffusion of Innovations
24Diffusion of Innovation cont.
Cummulative diffusion
Everett M. Rogers, Diffusion of Innovations
25Diffusion of Innovation cont.
- Mass-media channels vs interpersonal channels.
- Majority form their opinion on the basis of
subjective evaluation of information received
from their peers (similar socioeconomic status,
education and other values). - Interpersonal channels most effective for
majority adopters. - Fastest adoption decision coming from the
authority. - An innovation should not be considered in
isolation from other innovations.
Everett M. Rogers, Diffusion of Innovations
26Factors Influencing Adoption Rate
- Relative advantage benefits over current
solution. - Compatibility degree of being consistent with
current system of values. - Complexity simpler to understand simpler to
use. - Trialability adoption in an incremental
fashion. - Observability results being visible to other
adopters.
Everett M. Rogers, Diffusion of Innovations
27Relative Advantage Issues
- (definition perceived benefits over current
solution) - Absence of full package solutions
- Black-box solution just a wishful thinking
- Lack of formal training for people who deliver
instruction - One time exposure only short exposure
- Timing not appropriate
- Wrong order of skill mastery
- Disconnect between the systems and (right) users
- No syllabus, no high-quality scenarios
- Not matching system capabilities and levels with
users - Training or fun?
- Missing training relevance (need for continuous
updates) - Lack of evaluation of training effectiveness
- Lack of accountability for achieved training
results - Motivation Checking the technology box
28Compatibility Issues
- (definition degree of being consistent with
current system of values) - Lack of system support for After Action Review
(AAR) - ? Record your session, appoint the observers
evaluators - Do I need to forget everything I knew and did so
far? - ? Explore a synergy of old (known, tested)
technologies/ methods and simulations - that mix
may well be the best solution for given training
objective!
29Complexity Issues
- (definition simpler to understand simpler to
use ? adopted more rapidly) - Do I need to be a technology expert?
- One possible solution trainees acting as
(occasional) technical support. - User interfaces, user navigation and interaction
modalities differ from one system to another - Learning new system is more difficult - making
those parameters uniform/same across different
systems would help.
30Trialability Issues
- (definition adoption in an incremental fashion ?
adopted more rapidly) - Rigid definition of what it means to use the
technology 100, 50 or 3 of training time? - Should all trainees use computers or not?
- ? Consider different combinations and
arrangements with some people using the system
and some not using it.
31Observability Issues
- (definition results being visible to other
adopters -gt adopted more rapidly) - Mandatory use of simulations (e.g. aviation
ship, submarine tank navigation missile
engagements) - ? Results were substantial, tangible, clearly
visible, with high relative advantage and
immediate - Optional use of simulations (e.g. tactical
decision-making skills) - Relative advantage visible only after a long
term use - ? Advertise the successes of peers in their
community.
32Influencing Users Attitude
- This will help us reduce the number of
instructors - hope for BIG savings. - This system is all you will ever need.
- These systems will (should) sell themselves.
- It will be a pull process only, no need for
push strategies. - We will start preparing for deployment once the
training system is acquired. - Unrealistic expectations on learning results and
timing - More complex more expensive solution ? higher
the expectations. - Time to get acquainted with the system - it is a
process. - Accountability for the skill transfer (field
performance).
33- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
34Examples of (Partial) Success
- Americas Army
- It is a game. Started as a recruitment tool, not
as a training system. - Substantial promotional efforts invested, and
they are still present. - Has active web support support forums, organized
events for peers (gamers) and chat networks. - Professional web-site with
- segments focused on
- engaging new players expanding
- user base is their mission.
- No user studies done
- (transfer of training).
(image taken from Americas Army web site)
35Examples of (Partial) Success
- FOPCSim (Forward Observer PC Simulation)
- Training system designed by Marines (MOVES
students). - Actively promoted by Marines - available in each
Simulation center. - Agent of change was one of original designers. He
is also artillery officer i.e. peer of targeted - end users.
- Includes good tested scenarios.
- Uses Delta3D game engine no
- license fees involved.
- User studies proved
- training effectiveness.
36Examples of (Partial) Success
- VBS 2 (Virtual Battlespace 2)
- Training system.
- Actively promoted by Marines - Available in each
Simulation Center. - Continually perfected and fine-tuned to fit
training needs. - Company offers courses for administrators and
developers - support for users (ex-military
- contractor team ? experienced
- as very close to peers/users)
- Supports large spectrum of
- training situations.
- Still need to perfect their
- simulations.
(image taken from VBS 2 web site)
37- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
38Practical Considerations
- Q1 Do my trainees need any prep time before
they - engage in active learning/training?
- Q2 Do I need to bring any learning/training
aids? Cards? Projector? Recording devices? And
how about the use of headphones? - Q3 What should I do when the trainees start
gaming - (playing around, using non-doctrinal tactics)?
- Q4 How should I arrange my computers (I need to
- organize a session for an entire group)?
- Q5 Should I think about introducing elements of
a - challenge or competition?
39Learners as Your Technical Support Members?
- Q Is it realistic to expect that all
instructors will have necessary technical
expertise and experience? - A Trainees acting as (occasional) technical
support - active involvement vs. being served approach,
- great opportunity to learn more about technology
- they may need those skills in very near future, - recognition of their skills,
- instills a sense of ownership over the process,
- higher appreciation for instructors efforts,
- more forgiving when technical difficulties are
experienced.
40Everyone Using the System or Not?
- Q (Valid concern) Certain tasks represent
considerable cognitive load for an individual -
do I add to that by asking them to control an
input device in addition to their already complex
tasks? - Q Could the experience of watching someone use
the system be another form of learning? - A Consider different combinations and
arrangements with some people using the system
and some not using it. - The goal ALL trainees should benefit from that
arrangement and that session.
41Combinations With Other Instructional Approaches
- Q How beneficial is it to use a combination of
new and old tested instructional approaches? - A Potential benefits
- They work (quite often very successfully).
- This combination may be the best fit for training
(match with beginning, intermediate, advanced
levels). - Old approaches serving as suspenders in case
of hasty behaviors while training with
simulations. - Instructors are familiar with them - may be more
inclined to accept a combination then
simulation-only approach.
42Combinations With Other Technologies and Media
- Q How beneficial is it to use a combination of
different technologies and media? - Consider
- Synchronous asynchronous tools
- Before, during after the session
- Optional (additional) media
- Chat (audio and text)
- Blog as a project diary (text blog, video blog,
podcasts) - Social networking
- Videoconferencing
43- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
44Increasing Adoption Rate
Cummulative diffusion
45Increasing Adoption Rate
- Knowing the characteristics of military as a
social system - Introduction of mandatory deployment and use of
simulations - If you do, make sure there is a strong and valid
rationale for such decision. Also, make sure it
is accepted on ALL levels. - Increase the number of agents of change
- Create new billets dedicated to dissemination and
use of simulations make simulation focus be the
main focus - Make some training tools/systems
unit/Marine-centered instead of simulation
center-centered - More active and changed role for simulation
centers. - Introduce challenge programs and competitions.
46- Domain What is Covered in This Tutorial
- Current Training Needs
- Simulations and Game-Based Systems
- Diffusion of Innovation
- Examples of (Partial) Success
- Practical Considerations and Techniques
- Increasing Adoption Rate
- Conclusion and QA
47References
- Malcolm Gladwell (2000), The Tipping Point,
Little, Brown and Company, 2000. - Joseph M. Nolan and Jason M. Jones (2005), Games
For Training Leveraging Commercial Off The Shelf
Multiplayer Gaming Software For Infantry Squad
Collective Training, Master Thesis , NPS. - Baxter, Holly C., Ross, Karol G., Phillips,
Jennifer, Shafer, Jennifer, Fowlkes, Jennifer.
(2004). Leveraging Commercial Video Game
Technology to Improve Military Decision Skills.
Inter-service/Industry Training, Simulation, and
Education Conference (I/ITSEC) 2004. - Prensky, M. (2001). Digital Game Based Training.
New York McGraw-Hill, 2001. - Everett M. Rogers (1995), Diffusion of
Innovations, The Free Press 1995. - Amela Sadagic (2007), The Deployment and Use of
Virtual Training Simulations What Does it Take
to Serve the Needs of Majority Of Its Users?, New
Learning Technologies Orlando 2007 SALT
Conference, Orlando, FL, Jan 31 - Feb 2, 2007.
48References cont.
- Amela Sadagic, Rudy Darken (2006), Combined Arms
Training Methods and Measures for a Changing
World, NATO workshop Virtual Media for Military
Applications, US Military Academy, West Point,
NY, 13-15 June 2006. - Robert Sibley and Amela Sadagic (2003), Emerging
Technologies as Enablers of Advanced Teaching and
Learning Practice, National Educational Computing
Conference - NECC 2003, Seattle WA, July 2003. - Wayne Zachary, Robert R. Hoffman, Kelly Neville,
Jennifer Fowlkes (2007), Human Total Cost of
Ownership The Penny Foolish Principle at Work,
IEEE Intelligent Systems, March/April 2007.
49Q A