training

New entry in Digiplay games research bibliography:

Educational games have been widely developed and tested by many researchers. Most of results show that the educational games are good to increase students' learning motivations in formal learning. It seems quite workable, however, is it also true if we want to apply the concepts to business? Or, does it still have effects to on-job-training and orientation in business? This research focuses on the first question. The experience of trying to design and test a Game-Based Learning System, with a joy component, in a real corporation is challenging and risky. This paper shows how hard was to find a company willing to do this test, the negotiations involved, the legal issues and the extensive scrutiny imposed. Constant revisions and postponing, threatening of cancellation and misinformation about company resources needs continuous diplomacy and flexibility from researchers. Prejudice against computer games may play an important barrier and an unfair advantage towards traditional training deliveries.

New entry in Digiplay games research bibliography:

Empirical research on the effects of computer games and simulations, and their value in attaining instructional objectives, are reviewed, as are studies concerning the transfer of capabilities acquired from games and simulations to ‘real world’ tasks. Results suggest that games and simulations improve a variety of cognitive capabilities. Furthermore, there is evidence for positive transfer from activities required by games and simulations to real world task performance. This transfer appears to depend much more on similarities between cognitive and attention processes than on physical similarities. Attitudes to games were found to be positive. However, the findings suggest that hostility and aggression tend to increase as a result of exposure to games, and school grades may suffer as a result of excessive game playing. Recommendations for the development of games, limits to the generality of findings, concerns about research on games, and recommendations for further research are discussed.

New entry in Digiplay games research bibliography:

The transfer and adaptation of the motivational and instructional properties of electronic video-game technology have potential for training applications. Skill training includes both effective initial skill achievement and subsequent practice to maintain skill proficiency. Traditional training methods rely heavily on the learning skills and motivation of learners to acquire and maintain competence. Electronic videogames, combining the advantages of gaming and computer-assisted instruction (CAI) principles, may provide effective instructional advantages when incorporated as a mode of instructional delivery. This article examines these advantages, and evaluates the training value of the videogame format.

New entry in Digiplay games research bibliography:

This paper presents findings from our ongoing survey of commercial game technologies for military relevance. In this paper we focus on those technologies related to behavior modeling and the authoring of behavior models and attempt to lay a foundation for behavior modelers to understand the gaming industry – its methods, goals and accomplishments. We extrapolate where the industry is going and what future synergies it is likely to contribute. We focus on behavior generation and other accomplishments that are relevant for training applications and especially for non-programmer authorship of content for training applications. We will argue that the gaming industry’s modeling capabilities are currently of little theoretical interest but that pragmatically, the current accomplishments of the gaming industry can have a substantial positive impact on training and modeling and that this impact will increase over the next few years.

New entry in Digiplay games research bibliography:

Emotion is a key component for sound design in movies and videogames. We believe that it is also a key component in virtual environments and simulation. The following paper summarizes work at the MOVES Institute's Immersive Audio Laboratory which demonstrates the emotional impact of sound in interactive media and also shows that emotionality evoked in a simulation has a positive impact on learning for events that occur in the simulation. Our research methods employ objective measures such as physiological recordings and memory recall testing rather than the more commonly used subjective questionnaires and surveys. It is our belief that these objective measures are more easily replicated and generalized to a wide variety of simulations and situations. We discuss our research in terms of the parallel development in the MOVES Institute of the videogame "America's Army: Operations," which we use as an experimental test bed and tool. Applications of this research are discussed in terms of high-end simulation projects like the Virtual Technologies and Environments (VIRTE) program sponsored by the Office of Naval Research.

New entry in Digiplay games research bibliography:

A chorus of proclamations have arisen in recent years about the potential of games and simulations to facilitate learning. Yet few discussions focus on the fundamental issue surrounding the implementation of games and simulations: to what learning objectives and pedagogical strategies are they most relevant? Through an examination of perspectives on the suitability of games for learning, as well as recent examples of digital game-based training in two vocational settings, this paper examines the design of authentic learning experiences as a way of thinking about the appropriateness and unique potential of games and simulations in a range of educational and training settings.

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