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What Can Massively Multiplayer Online Games (MMOGs) Train?. Harry O’Neil and Richard Wainess University of Southern California/CRESST. DoD Training Transformation Technologies Developing, Distributing, and Assessing Joint Knowledge September 4, 2003 Alexandria, VA.
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What Can Massively Multiplayer Online Games (MMOGs) Train? Harry O’Neil and Richard Wainess University of Southern California/CRESST DoD Training Transformation Technologies Developing, Distributing, and Assessing Joint KnowledgeSeptember 4, 2003Alexandria, VA DOD NTSA TrainTransTech v.6 9/04/03
CRESST Model of Learning Content Understanding Collaboration Learning Problem Solving Communication Self-Regulation
Typical Measures Non-existent Unvalidated Subject matter Format as templates Start anew Cross sectional Desired Measures Validated Cognition/transfer Researched models Reusable objects Embedded simulations Trajectories A Focus on Learning RECIPE FOR DISASTER: Collect everything and figure it out later
Collaborative Problem Solving in MMOGs GroupTeamwork Process Content Understanding Problem-Solving Strategies Self-Regulation 1. Adaptability 2. Coordination 3. Decision Making 4. Interpersonal 5. Leadership 6. Communication Facts Concepts Procedures Principles 1. Planning 2. Self-Checking 3. Effort 4. Self-Efficacy Domain Specific
Taxonomy of Teamwork Processes • Adaptability • Recognizing problems and responding appropriately • Coordination • Organizing team activities to complete a task on time • Decision Making • Using available information • Interpersonal • Interacting cooperatively with other team members • Leadership • Providing direction for the team • Communication • Clear and accurate exchange of information
Social Capital Trust Teamwork Skills MMOGOrganization Networks Efficacy Transparency Effort
Do Games Train? • The research indicates that computer games were potentially useful for instructional purposes and were hypothesized to provide multiple benefits • Promotion of motivation • Improvement of skills • Facilitation of metacognition • Limited empirical research conducted on games topic (17 studies, 1990–2003) • PsycINFO, Education Abs, SocSciAbs, • Adults, empirical (qualitative/quantitative) • Only one relevant abstract on massive multiplayer games
Different Mental Models 1Content understanding, problem-solving, self-regulation, communication, team skills. 2Action, role planning, adventure, strategy games, goal games, team sports, individual sports (Laird & VanLent, 2001). 3Implicit vs. Explicit: During or after (AAR).
Integrate into Plan of Instruction Instructor training Doctrinal accuracy Limited role for fantasy Integrate into recreation/family time Increased requirement for feedback, automated After-Action Reviews Student “training” need (e.g., self-regulation) Flexible Doctrine/Strategy/Tactics Fantasy role On-Duty vs. Off-Duty Trade-Offs If on-duty in military school If off-duty
Motivation provided by instructor Game can be less fun Good application Initial acquisition training Available time in hours/days/weeks Motivation provided by student/game Game needs to be fun Good application Refresher training; prevent skill decay Available time in minutes/hours On-Duty vs. Off-Duty Trade-Offs(cont.) If on-duty in military school If off-duty
Can MMOGs Train? • What to train? • Collaborative problem solving • Is there evidence? • There is little empirical work on effectiveness of games for adult training • Opportunities for an R&D agenda
The Specification of What We Are Teaching Is Essential • From goal/objective, the instructional strategies follow (e.g., nature of feedback, timing of feedback, etc.) and assessment issues (e.g., how do we know that soldiers have more of X after playing the game) • Different Xs (e.g., leadership, battle command, situational awareness, decision making, tactical problem solving) require different measures, After-Action Reviews, take home packages, instructor training, homework assignments, etc.
Game: Abstract Search Process • Article criteria: video/computer game, training, adults • Databases: PsycINFO, Education Abs, SocSciAbs • Date limits: 1990-2003 • 17 relevant empirical abstracts • Articles being retrieved—there will be fewer relevant articles
Game: Abstract Search 1Used in training and adults. 2Either qualitative or quantitative information.
Multiplayer Search Process • Article criteria: multiplayer or massively multiplayer video/computer game, training, adults • Databases: PsycINFO, Education Abs, SocSciAbs • Date limits: 1990-2003 • 1 relevant empirical abstract • Article being retrieved
Multiplayer Abstract Search Training potential of multiplayer and massively multiplayer video games for adults 1Use of training and adults. 2Either qualitative or quantitative information.
Formative Evaluation Activity • 1. Check the game design against its specifications • e.g., setting, tactics • Attend critical designer reviews • 2. Check the validity of instructional strategies embedded in the system against research literature • Literature reviews1,2,3 • Implementation of practice and feedback (e.g., After-Action Review) • 3. Conduct feasibility review with the instructors • Are right tasks being trained? • Review to be conducted with SMEs • 4. Conduct feasibility test with soldiers • One-on-one testing • Small-group testing
Formative Evaluation Activity(cont.) • 5. Does more game-based training lead to better game performance (e.g., loss ratios: losses/kills)? • – Need to track a soldier’s performance across multiple games • 6. Assess instructional effectiveness • Cognitive • e.g., does it improve domain knowledge, problem-solving skills, self-regulation, tactical skills, situational awareness? • Affective • e.g., does it change self-efficacy? • 7. Do experts and novices differ? • 8. Assess unanticipated outcomes • 9. Implement revisions