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Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars – Simulation & Gaming, 2012
Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Simulation
Shlechter, Theodore M.; Burnside, Billy L. – 1996
This paper describes the Virtual Training Program (VTP) at Fort Knox (Kentucky) which aims to provide the United States Army National Guard units with intensive, time-compressed training opportunities. The program consists of: (1) computer-generated exercises that compel units to perform actions associated with training objectives; (2) realistic…
Descriptors: Armed Forces, Autoinstructional Aids, Computer Simulation, Computer System Design
Richardson, J. Jeffrey; And Others – 1986
In keeping with current Department of Defense policies on integrated diagnostics and a reduced reliance on paper-based documentation, the concept of a portable, expert-system-based job aid and training device was proposed to assist inexperienced electronics maintenance technicians in learning to maintain sophisticated equipment. A prototype was…
Descriptors: Armed Forces, Computer Assisted Instruction, Computer Simulation, Computer Software
Weitzman, R. A. – 1982
The goal of this research was to predict from a recruit's responses to the Armed Services Vocational Aptitude Battery (ASVAB) items whether the recruit would pass the Armed Forces Qualification Test (AFQT). The data consisted of the responses (correct/incorrect) of 1,020 Navy recruits to 200 items of the ASVAB together with the scores of these…
Descriptors: Adults, Armed Forces, Computer Oriented Programs, Computer Simulation