Serious Game and Virtual World Training: Instrumentation and Assessment
NAVAL UNDERSEA WARFARE CENTER DIV NEWPORT RI
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The goal of this report is to understand the current and future state of evaluating the effectiveness of training technology in terms of learning objectives, system architecture, and user interfaces. Training systems are of interest to system engineering for several reasons. As these systems are meant to mimic real-world platforms, training systems are ideal for exploring new technologies, tactics, and procedures in a laboratory. Additionally, these systems enable human-in-the-loop experimentation, so that system and warfighter performance can be examined as a system. Finally, training systems are moving beyond the warfighter into the acquisition workforce, so understanding how to create engaging material that captures student attention and increases retention will be critical. Training is a large field and two specific trends will be examined serious games and virtual world training. There will be a focus on the current methods of data collection and analysis that are available in current systems. These data can include system-generated data e.g., user movement in the environment, chat logs, and object interaction and human generated data e.g., exam scores, eye tracking, and motion tracking. Additionally, this report will extrapolate the current trends and propose how training evaluations could be improved. The effect on cost and accuracy of these evaluations will be discussed, along with the major technical challenges that must be solved to reach the future state.
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