SBIR/STTR Research Award

Conventional Training Versus Game-Based Training

Award identifier bc24ab64b3485b6861f8b9d581ce60607c827a7784e3a94abe76491ba92b377bAwarding agency Department of Defense · Navy

Award amount

$99,970

Program and phase

STTR · Phase I

Award year

2006

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Award details

Awarding agency
Department of Defense
Branch
Navy
Recipient company
Anacapa Sciences, Inc.
Proposal award date
2006-08-01
Contract end date
2007-05-31
UEI
Not reported
Solicitation number
Not reported
Topic code
N06-T006

Research abstract

Game-based training (GBT) has been touted as a promising medium for achieving improved training objective performance outcomes and increasing learner motivation, particularly in military training environments. However, there is little empirical research upon which to make informed decisions about when, where, or even if applying particular game elements to training is effective. The primary objective of Phase I is to investigate the feasibility of successfully integrating GBT into training curriculums. Formal empirical evaluation of the effectiveness of applying specific gaming elements to achieve specific training objectives will be conducted in Phase II. The first objective of Phase I will be to identify core training objectives that are likely to benefit from the introduction of GBT, and to begin development of a taxonomy that links game elements, training objectives, and training environments. The second objective will be to develop a plan for implementing selected game elements in an actual training environment and assessing the effect on learning outcomes. Storyboards of the plan will be created to allow evaluators to assess the feasibility of incorporating the plan into an existing training program. If Phase II is approved, a functional prototype of a segment of the GBT plan will be created and tested.BENEFITS: There is much interest in developing and incorporating innovative and effective instructional methods such as game-based training into current training curriculum; however, there are few guidelines on how to best implement this approach. The development of a theoretically-driven and empirically-supported decision-aiding tool that specifies when and how specific gaming elements should be integrated into training and instruction would allow instructional designers in a variety of domains to make informed decisions about to best use game-based training to enhance learning and performance outcomes. The decision tool could ultimately be applied to training and instructional development in a wide range of organizations from the military to K-12 classrooms to private companies wishing to design more effective training curriculum for their employees. Any industry that must provide rapid training to individuals on hard-to-learn equipment, where practice is helpful, would be aided by GBT. Likewise, many team-based industries, such as process control, emergency medical response, and transportation, as well as many business-oriented companies could benefit from a tool that provides guidance on how to maximize the effectiveness of GBT.

Technology keywords

Not reported

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Agency intelligence

Department of Defense

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