Time to Stop Playing Games - Seriously Matt Moncrieff, Shawn Parr; Steve Salmon Calytrix Technologies Pty Ltd [email protected] Abstract. The term Serious Games 1 is finding increasing use in military circles as an attempt to distinguish between entertainment products and those games used for training purposes. In recent years there has been a trend away from complex and expensive purpose built military simulations, towards solutions based on commercial gaming engines. In addition to vastly reduced development costs, commercially based games offer advantages in terms of their support for commonly available hardware and operating systems, the maturity and currency of their graphic engines, and the ability to access the games easily from work and home locations. Game designers also bring a wealth of experience in their ability to develop engaging and creative games which maintain high levels of player interest, which is essential to any training design process. The link however, has still not been made between games and training. There is a danger that this element of ‘training’ is moving away from a controlled and monitored environment, with built in feedback and error correction mechanisms, to one where the trainees operate entirely by themselves. A catch cry amongst the providers of serious games has been, ‘Serious Games for Serious Training’. Many militaries have subscribed to this philosophy and have invested heavily in the acquisition of these games. There is however a growing undercurrent from military members who were starting to question whether they were actually getting real training value from the games that they had invested so heavily in. Though many are proficient in designing training scenarios that replicate current conditions, there is still no method to link the trainee’s performance with specified learning objectives. How do you really know that the trainee has achieved anything worthwhile, how do you provide an auditable trail to say that the trainee is achieving any level of competency and how do you record those results with any degree of proficiency? The next step for Serious Trainers is to begin to understand how games and simulations are embedded and employed within a Serious Training environment. To be considered ‘serious’ games must be part of a deliberate and carefully planned training activity. 1. INTRODUCTION While the term Serious Games attempts to highlight the differences between entertainment and educational gaming products, it still falls short in defining the vastly different environments in which commercial gaming and military training take place. As a very visible and engaging element of a training system, simulations tend to occupy centre stage. This is particularly so for the increasing number of visually rich immersive environments which are becoming available to military trainers at an ever decreasing cost. Prime examples of serious games include Bohemia Interactive Virtual Battlespace 2 (VBS2) and eSIM games Steel Beasts. These simulations offer a potentially powerful and cost effective training tool but there is a danger that their intrinsic appeal overruns the understanding of what role they actually play in a structured training system. The question remains, what separates a pure game from its serious counterpart, when many of them look the same on the surface? 1 1.1 What is a Serious Game? There is no accepted definition of a serious game although most would generally agree that it is a ’game designed for a primary purpose other than entertainment’. J. Purdy in his article titled Getting Serious About Digital Games in Learning says, ‘conceptually, the real differentiator between traditional computer based training and serious games is that well developed serious games use solid learning methodologies combined with modern game design techniques to create a hybrid – a highly engaging and entertaining learning experience’. The trainee’s perspective should remain the same. They should be immersed in a highly entertaining activity that enables them to build their skills and be rewarded for their efforts and experience. Those responsible for designing the training however would consider there to be large differences between an entertainment product and a serious game. In the first instance, the ability to A serious game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally appended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics. create and modify real-world based training scenarios, terrain and the game entities to suit the required training objective is useful in separating serious games from entertainment products. While many commercially based games (and some offered for military use) offer rich and detailed environments, realistic movement, fire and responses and high levels of interaction, they are quickly made redundant when the scenarios offered can’t be rapidly altered to suit changing training requirements. Secondly, the game must be able to support trainers to review the performance of trainees during the scenario and develop products to support a serious after action review (AAR) process. Without this, potential valuable learning points are lost to both the trainee and the trainer. Thirdly, the game must be able to be integrated into a large training environment using standards based protocols, notably via the Distributed Interactive Simulation (DIS) and High-Level Architecture (HLA) standards. Without this ability the game is effectively a stand-alone. However, regardless of the capabilities of the game in use, unless it is applied within the confines of a rigorous training structure then the value to the training audience is rapidly diluted. 2. CLOSING THE TRAINING LOOP While there are many variations on the theme, most organisations apply a process model to training development and delivery which attempts to break the process down into its component parts. The majority of these models share a common flow and structure. For the purposes of this paper we will use Vaughn’s Model (Vaughn, 2005) as it clearly addresses the requirement to develop specific measures of learning as part of the design process. Figure 1: Vaughn's Model of Instructional Systems Development Even with the application of serious games as part of the ‘Conduct the Training’ phase and the advantages that those games offer, there remains a clear requirement to embed the games within a training construct that is informed by the desired outcomes and measures of learning. Equally, the desired outcomes must inform the design of the simulated training activities and the manner in which they are conducted. Perhaps most important is the ability to evaluate the trainee’s performance against a well defined set of tasks, standards and measures which provide a clear and measurable link from the desired training outcomes to training activities and ultimately trainee performance. Regardless of where a particular activity sits on the training continuum, if simulation is to be utilized as part of a rigorous, well defined training environment it must be influenced by all stages of the training design process. Simulation is just one of a range of training tools and techniques available to training developers. As with any other tool, it needs to be incorporated as part of a deliberate, structured approach to training or it will remain as a shiny, but largely ineffective showpiece. 3. A COMPREHENSIVE TRAINING MANAGEMENT ENVIRONMENT In order to maximize the potential value of serious games, a framework supporting the design, management and measurement of training activities in the context of pre-defined training metrics must be achieved. Critical to this process is the ability to provide a system which can rapidly capture both objective and subjective data, record these against a rigorously defined set of training objectives and measures and then provide that information to both the training audience and those responsible for AAR and training design review. outcomes through a structured and recognised set of performance metrics. Training outcomes generated as part of the training development cycle need to be articulated in terms of a definable set of measurable metrics which should drive the anticipated training continuum as well as the design, sequencing and execution of the scenarios offered to the trainee. These metrics should, at least in part, include the following: • A sequenced set of training represented in the game scenario, • The tasks required to be performed for each of these activities, • The associated standards performance required, • Specific performance measures, and • The underlying scoring models (subjective or objective) to be applied. Figure 2: Training Management Environment The Training Management Environment envisages a complete training system which moves away from the use of simulation as a stand-alone training tool into an environment where simulation becomes part of a measured and carefully planned training environment. Such a system places the simulation in the middle of a total training environment designed to avoid the pitfalls of using a game outside of a structured training system. The environment outlined in Figure 2 consists of three interrelated elements designed to achieve an end-to-end simulation based training environment. 3.1.1 The Simulation At the core of the training system is the simulation, serious game or the simulation federation. While this paper is focused on the integration of the current crop of serious games, the same principles apply to larger constructive simulations such as JSAF or OneSAF or even instrumented live training environments. Modern simulations offer a rich, safe and engaging training activity ‘layer’ which provide the stimulus to the training audience to achieve specific training outcomes. This, of course, assumes that the simulated training activities and scenarios have been designed as part of a complete training package as opposed to adhoc scenarios developed in isolation to the larger training goals. In order for the simulation to support a correct learning environment it should also provide a game replay capability which contributes to a comprehensive AAR process. This is critical to both trainee performance feedback as well as future training evaluation and design activities. The AAR must be based on and reinforce the initial learning objectives. 3.1.2 The Training Management System (TMS) The next element of this proposed approach is the critical, and often absent, piece which provides the clear linkages from the game to the specified learning or activities level of The training management system therefore provides a traceable path from simulated activities to the training outcomes. Additionally, it provides the framework for the collection and presentation of assessment generated by the instructor as well as objective assessment drawn directly from both the game and the overarching learning management system. Assessment data falls into two broad categories: objective and subjective assessment. Objective data consists of hard, quantifiable measures which can be relatively easily scored. This may include such things as rounds fired vs. actual hits; own, enemy and civilian casualties, emergency response times, etc. Subjective data is much harder to quantify and typically involves the analysis of a range of actions presented to the trainee through the simulated scenario. Observations are made against the course of action chosen by the trainee in light of the circumstances and information available to them at the time. Both objective and subjective assessments are critical to developing an overall picture of trainee performance. What simulation and indeed instrumented environments offer is the ability to automatically capture elements of the system generated objective data and to record that data against pre-defined training tasks, standards and measures in the training management system. This has two beneficial outcomes: Firstly, it serves to defuse a potentially hostile AAR process by providing irrefutable evidence of trainee performance. This evidence is then not clouded by personal recollections and can be supported by artifacts taken and stored by the training management system. Secondly, it allows the instructor to focus on those subjective ‘grey’ areas of assessment which require the instructor’s experience and depth of knowledge in order to analyse courses of action taken by the student. 3.1.3 The Learning Management System (LMS) The third element of the training environment provides overarching management of a related series of training activities as well as access to learning resources as part of a structured and deliberate approach to training. The integration of a SCORM 2 compliant learning management system offers a number of outcomes for training designers and managers. The LMS provides the trainee with access to relevant learning materials (doctrine, reference material, etc) which can be presented at key points in the simulated scenario to guide and shape their subsequent actions as the scenario progresses. In order to reinforce and assess the trainee’s understanding of these learning points, the LMS presents the trainee with a series of exams, quizzes or surveys which provide the instructor with the confidence that the trainee understands what is required as the scenario unfolds. The results of these ‘exams’ are automatically exported to the TMS and are recorded against pre-defined training metrics. The LMS also provides the higher-level training and competency management requirements. Overall results of a training activity can be exported from the training management system into the LMS and into existing organizational competency or training progression record management systems. 3.2 Training Architecture From an architecture perspective the three principle components, that is the game, the Learning Management System and the Training Management System, need to be integrated to provide information flows and to increase automation of the design and evaluation processes. This integration is achieved in the design phase through the marriage of training objectives in the TMS being tested in the game scenario, with support material in the LMS. At the technology level the game must be able to access the LMS to allow the player to read material and do exams at the correct point in the scenario; the LMS must exchange results with the TMS; and the TMS must be able to analyse data from the game to calculate objective results and to fuse these results with instructor observations. Figure 3: Training System Architecture This architecture places the game at the center of the environment, but ensures it is supported by an LMS to assist the student to learn and meet the training objectives, while the TMS layer is able to monitor and report on the outcome in a rigorous and repeatable manner. The use of recognised standards such as DIS and HLA for the game layer and SCORM for the LMS layer means that the system is able to be rapidly expanded to incorporate additional simulations as well as linking in to existing learning management systems. 4. A NEW TRAINING ENVIRONMENT The successful delivery of simulation-based training relies on a number of related elements. The fidelity and realism of the simulation in use, selection and use of peripheral systems and hardware which enhance realism and the ability to design training scenarios which are clearly related to desired training outcomes. The training system proposed in this paper is focused on providing the automation of a number of design, recording and assessment elements, as part of an end-toend approach to simulated training design, execution, assessment and review. However, this integration and automation is designed supplement, not supplant the most important elements of any training activity; the human dimension. 4.1 The Role of the Instructor Regardless of the complexity and fidelity of the simulation system in use there will always be the need for an experienced instructor or instructional team to make subjective comment against trainee decision making and to provide guidance and feedback to the trainee. 2 Sharable Content Object Reference Model (SCORM) is a collection of standards and specifications for web-based e-learning. The ability to provide increasing levels of realism and automation in training environments should not be seen as a threat to the role of an experienced instructor or mentor. The manner in which an instructor is engaged in the training design process and the manner in which that instructor interacts with the trainee during the execution and performance analysis phases of the exercise are still vitally critical elements in enhancing the trainee’s perception of reality and their attainment of training outcomes from the exercise. No serious game on the market today (and arguably for a long time to come) is able to provide the level of fidelity, feedback and guidance that an experienced instructor is able to provide. While the current crop of serious games are generally very good at simulating kinetic effects (including the impact of electronic warfare), the physical operating environment and even a range of enemy and friendly tactical responses through the use of artificial intelligence, they still fall a long way short of being able to accurately represent many of the more complex and subtle factors present on the modern battlefield. These non-kinetic actions may include human interaction and its impact on responses to various situations, cultural aspects, political influences on enemy and own behaviour, the role and impact of the media as well as the impact of stress, fear and fatigue on trainee performance. It is in introducing and managing these elements to a training scenario, that the experienced instructor plays a crucial role in providing the subtle fidelity to the training scenario. Far from threatening the role of the instructor, a complete (and largely automated) training system needs to be designed to free up the instructor to concentrate on more complex elements of assessment and trainee development which serious games, used in isolation, are still incapable of providing. Traditional military simulations can be very heavy weight, rely on custom operating systems or restrict the number and location of users through expensive licensing and a reliance on dedicated networks to operate. The advent of serious military games adapted from their commercial counterparts is starting to break these barriers down and allows the training audience more regular access at work, or even from home locations. There is great strength in allowing this to occur as trainees can continue training at their own pace in an environment which may be more conducive to making errors and experimenting with different tactics and procedures. But, there is also a very real danger that this practice can serve to reinforce bad habits (negative transfer of training) without the presence of an experienced instructor and without the framework offered by a carefully designed and monitored training environment. 4.2 The Role of the Simulation It is important for the training designer and instructor to recognise that the role of simulation changes when transitioning from simple training scenarios to more difficult ones which provide the basis for decision making in complex operational settings. In simple scenarios relying on repetitive training responses the simulation provides a near-real environment and, through the underlying game logic, the great majority of adjudication on trainee performance. In these types of scenarios, performance will generally be characterised by relatively simple metrics such as weapons accuracy, casualties, posture, timings, etc. The role of the instructor remains important, particularly in the ability to analyse a range of performance metrics and to identify opportunities for improvement or to detect patterns of trainee behaviour which need to be corrected. In a simulated training environment, these types of basic scenarios can be characterised by: • High correlation between simulated scenarios and the operating environment, • Limited response options; there is generally a right answer. • Adherence to established doctrine, TTPs, SOPs and ROE. • A high percentage of objective measures in overall assessment metrics. • Increased opportunities for automated gathering of assessment data (measurements of weapon accuracy, enemy and own casualties, etc). • Less reliance on experienced instructors provides immediate training performance feedback. As the trainee or team moves through the training continuum into more complex scenarios with uncertain outcomes, the role of the simulation shifts away from adjudication towards providing the stimulus and background for exploration of a range of response options which require a more intimate instructor-trainee relationship and less reliance of hard mathematical performance metrics. These types of training scenarios can be characterised by: • Lower correlation between simulated scenarios and the operational context, particularly in terms of the human dimensions which are extremely difficult to simulate. • A greater range of response options. There is no one right answer, rather a series of options which will each have advantages and disadvantages. • Scenarios which may challenge the bounds of established doctrine, TTPs, SOPs and ROE. • A high percentage of subjective measures in overall assessment metrics. • Reduced opportunities for automated gathering of assessment data where simple mathematical measures have less bearing on the training objectives. • A greatly increased reliance on experienced instructors to provide context to trainee actions based on personal experience. The training system must, therefore, be able to capture subjective performance metrics as well as more objective metrics. The system must then be able to fuse a number of sources and categories of assessment data to provide rapid feedback to the trainee as well as allow for more detailed training analysis activities. It should be capable of presenting these results, capturing evidence of training performance (artifacts) as well as detailed instructor observations and scores against performance, and do this for both simple and complex scenarios. Most importantly, the linkages between the simulated scenarios played out during the training, the performance parameters under which the trainee is assessed, and the assessment itself must be clearly linked to the training objectives developed as part of the training needs analysis. These visible and traceable linkages are not just important in determining the effectiveness of the training, but also serve to provide the framework which guides the instructor-trainee relationship for any given scenario and result in much more productive outcomes for both parties. So, while simulation offers great opportunities to expand the range of training activities which can be effectively undertaken, it also brings inherent limitations. Failure to account for these limitations as part of a structured approach to training design can lead to a false sense of security in terms of training outcomes and training designers can unwittingly introduce a significant risk of negative behaviour transfer. 5. CONCLUSION Current military simulations reflect the direction that the gamers have pushed the simulation market. A number of modern militaries have invested heavily in designing specific training scenarios for their games but have yet to link those scenarios to defined metrics. Ultimately it is the training design and learning management environment in which games are employed which gives them their validity and power. To be effective simulated training must be structured to align with pre-determined training objectives, outcomes and standards. This has always been true of any training technique or tool, but there can be a tendency for the ‘shiny’ factor of visually appealing simulations to submerge this discipline. There needs to be a clearly defined link from individual training activities and associated measures of performance through to overall training objectives. Similarly, trainers need to be able to capture and contrast actual training performance against those objectives to ensure that the design and conduct of the training is hitting the mark. Serious games and a structured training environment need to align. Developing specific scenarios that replicate current operations is not enough. Serious games must be able to demonstrate a link between the trainee’s performance and the standards and measures attached to a specific task on the Mission Essential Task List (METL). It is time that the trainer’s ensured that the game is actually meeting a predefined training outcomes; that the trainee is achieving a specific standard and that the results are repeatable and recorded for future reference. The games themselves are simply just another training tool. Serious Trainers need to begin to understand how games are embedded and employed within a Serious Training environment. Until this is done, serious games will remain just that; games. 1. Thorndike, E.L. & Woodworth, R. S. (1901) “The Influence of Improvement in One Mental Function upon the Efficiency of Other Functions,” First Published in Psychological Review, 8, 247-261. 2. Laker, D. R. (1990) “Dual Dimensionality of Training Transfer,” Human Resource Development Quarterly, 1(3), 209-224. 3. Purdy. J. (2007) “Getting Serious About Digital Games in Learning.” Corporate University Journal 2007, Vol 1 4. Vaughn, R. H. (2005) The Professional Trainer 2nd Edition, Berret-Koehler Publishers, San Francisco.
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