You are here
COGNITIVE TRAINING TRANSFER USING A PERSONAL COMPUTER-BASED GAME:A CLOSE QUARTERS BATTLE CASE STUDY
- Date Issued:
- 2006
- Abstract/Description:
- Developers of Commercial off the Shelf (COTS) gaming software are making remarkable strides in increasing the realism of their software. This realism has caught the attention of the training community, which has traditionally sought system and operational replication in training systems such as flight simulators. Since games are designed and marketed for entertainment and not designed for training of tasks, questions exist about the effectiveness of games as a training system in achieving the desired transfer of skills to the actual environment. Numerous studies over the past ten years have documented that PC-based simulation training environments can offer effective training for certain types of training, especially aircraft piloting tasks. Desktop games have been evaluated from a case study approach for use in aviation training (Proctor, et al., 2004) and education planning and evaluating small unit tactics) (Proctor, et al., 2002) with positive results. Based on the review of selected studies in this area, PC-based simulator platforms have been found to have a positive training impact on cognitive skills (as opposed to psycho-motor skills). Specifically, the literature review has identified that skill sets involved in team resource management, intra- and inter-team coordination, and tactical team maneuvers have been shown to benefit from the use of PC-based simulation training. The purpose of this research was to evaluate the training transfer associated with a Tactical Decision-making game, using Close Combat: First to Fight as a case study. The null hypothesis tested was that traditional field training is equivalent to virtual training combined with field training. Measurements of the subjects' performance in live training were recorded. Additionally, self assessment questionnaires were administered.
Title: | COGNITIVE TRAINING TRANSFER USING A PERSONAL COMPUTER-BASED GAME:A CLOSE QUARTERS BATTLE CASE STUDY. |
32 views
14 downloads |
---|---|---|
Name(s): |
Woodman, Michael, Author Proctor, Michael, Committee Chair University of Central Florida, Degree Grantor |
|
Type of Resource: | text | |
Date Issued: | 2006 | |
Publisher: | University of Central Florida | |
Language(s): | English | |
Abstract/Description: | Developers of Commercial off the Shelf (COTS) gaming software are making remarkable strides in increasing the realism of their software. This realism has caught the attention of the training community, which has traditionally sought system and operational replication in training systems such as flight simulators. Since games are designed and marketed for entertainment and not designed for training of tasks, questions exist about the effectiveness of games as a training system in achieving the desired transfer of skills to the actual environment. Numerous studies over the past ten years have documented that PC-based simulation training environments can offer effective training for certain types of training, especially aircraft piloting tasks. Desktop games have been evaluated from a case study approach for use in aviation training (Proctor, et al., 2004) and education planning and evaluating small unit tactics) (Proctor, et al., 2002) with positive results. Based on the review of selected studies in this area, PC-based simulator platforms have been found to have a positive training impact on cognitive skills (as opposed to psycho-motor skills). Specifically, the literature review has identified that skill sets involved in team resource management, intra- and inter-team coordination, and tactical team maneuvers have been shown to benefit from the use of PC-based simulation training. The purpose of this research was to evaluate the training transfer associated with a Tactical Decision-making game, using Close Combat: First to Fight as a case study. The null hypothesis tested was that traditional field training is equivalent to virtual training combined with field training. Measurements of the subjects' performance in live training were recorded. Additionally, self assessment questionnaires were administered. | |
Identifier: | CFE0001023 (IID), ucf:46800 (fedora) | |
Note(s): |
2006-05-01 Ph.D. Engineering and Computer Science, Department of Industrial Engineering and Management Systems Doctorate This record was generated from author submitted information. |
|
Subject(s): |
training transfer game cognitive training personal computer close quarters battle |
|
Persistent Link to This Record: | http://purl.flvc.org/ucf/fd/CFE0001023 | |
Restrictions on Access: | public | |
Host Institution: | UCF |