Title: Virtual Training Simulations
1Virtual Training Simulations Game-Based
Systems Large-Scale Adoption IssuesAmela
Sadagic, PhDNaval Postgraduate School, MOVES
Instituteasadagic_at_nps.edu
2Outline
- Starting Assumptions Domain
- Diffusion of Innovation Basics
- Factors Influencing Adoption Rate
- Increasing Adoption Rate
- QA
3Current 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!
4Assumption Recognized Potential in Training
Domain
- Can Sims and Game-based training systems 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.
5Caveats
- Sims and game-based systems (technology) are only
the tools - not a goal and not a full package,
just a segment of it. - They are not the ultimate replacement for current
training approaches. - They 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.
6Definition 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
7Domain Talk is Not About
- Costs financial aspects
- Connectivity to the network server needs
- Acquisition procurement
- Maintenance administrative management
8Domain Talk is About
- The phase AFTER the training system is acquired.
- Users and their community dissemination,
adoption, deployment and use of those systems
among intended users (both instructors and
trainees). - Factors influencing large scale adoption.
9Diffusion 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 Innovation
10Diffusion of Innovation cont.
Cummulative diffusion
Everett M. Rogers, Diffusion of Innovation
11Can We Influence This Process?
Cummulative diffusion
12Diffusion 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 Innovation
13Factors 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 Innovation
14Relative Advantage Issues
- (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
15Compatibility Issues
- (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!
16Complexity Issues
- (simpler to understand simpler to use -gt
adopted more rapidly) - Do I need to be a technology expert?
- One possible solution 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.
17Trialability Issues
- (adoption in an incremental fashion -gt 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.
18Observability Issues
- (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
19Influencing 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 tech. deployment
once the training system is acquired. - Unrealistic expectations on learning results and
timing - more complex more expensive solution -gt higher
the expectations - time to get acquainted with the system - it is a
process - Accountability for the skill transfer (field
performance).
20Increasing 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 - More active and changed role for simulation
centers - Introduce challenge programs and competitions.
21So What?
- It is not enough (although it all matters)
- To conduct best task analysis suggest most
effective training intervention, - To develop training system,
- To buy such system ensure connectivity equip
great lab/sim center. - Yet another significant challenge starts once you
have all that.
21
22References
- 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
Innovation, 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.
22
23References 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.
24Q A
25More 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 the 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