Effects of simulator training - motivating factors
Publish date: 2009-12-31
Report number: FOI-R--2926--SE
Written in: English
The Swedish Armed Forces are using a large amount of different types of simulators for education, training and evaluation. To enhance training effectiveness, experiences from the gaming industry may be used. Thus, the aim of this project is to create and provide knowledge about how experiences from computer gaming can be used to enhance simulator training effectiveness. Initially, a theoretical background is given, where different aspects of simulator training are discussed. For example, transfer of training, feedback and fidelity. This is followed by an account of the project activities performed during the year. Several studies of simulator training have been performed: tank 122 simulator, CV90 combat vehicle simulator, active sonar simulator, Fligthbook - flight simulator, ACES - flight simulator, and MCM Wargaming - a staff exercise of command and control of an international naval mine countermeasures mission. A study of motivating factors for computer gaming has also been performed. Experiences from two conferences are also given. Some of the activities have been, or will be, reported separately. In those cases, a brief overview and a reference to the separate publication is given. The results indicate positive transfer of training. In addition, in two of the studies, the ratings of the effect of the training on real world performance and learning were higher than the ratings of the simulators' correspondence with reality. This implies that fidelity is not necessary for positive transfer of training. The participants in the studies of simulator training generally had a very positive view towards simulator training. Many found the simulator training as both motivating and fun. In two of the studies, the participants wished somewhat more training in the simulators than they were provided.