Abstract
Training for enhanced team performance currently offers several challenges in both delivery of training and assessment of outcomes. If a team is performing poorly, is it a problem with teaming skills, with individual task-specific skills, with the cognitive readiness of the individuals on the team, or with the cognitive readiness of the team itself? Individuals that have been trained on basic teaming skills—i.e., how to perform as a team member or leader in a team—may demonstrate very poor performance on team-based tasks when they are not cognitively ready to perform those tasks. Moreover, the team as a whole may demonstrate poor performance even if certain individuals within the team are cognitively ready. We present our efforts to improve the performance of teams solely by enhancing the cognitive readiness of the team members through individual, consistent training. We developed a game-based training system to enhance the cognitive readiness of U.S. Navy recruits on shipboard damage control activities. Performance of individuals acting independently on a real-world transfer task showed a highly significant, broad-based improvement in individual performance as a result of playing the game. Performance of teams on several real-world transfer tasks showed significant improvements on several performance dimensions after playing the game as individuals. The results indicate that individual training on the cognitive readiness skills of situational awareness, communication, and decision-making may have a strong impact on the performance of teams. We discuss our results and the challenges in assessing team performance in a dynamic, noisy team environment. We present our recommendations for further studies in training and assessing team cognitive readiness.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Bowers, C., Hussain, T., Roberts, B., Cannon-Bowers, J., & Blair, L. (forthcoming). Preparing to practice: The use of a game-based simulation as a pre-training intervention for recruits, Simulation and Gaming.
Bransford, J. D., Brown, A. L., & Cocking, R. R. (Eds.). (1999). How people learn: Brain, mind, experience, and school. Washington, DC: National Academy Press.
Brydges, R., Carnahan, H., Rose, D., Rose, L., & Dubrowski, A. (2010). Coordinating progressive levels of simulation fidelity to maximize educational benefit. Academic Medicine, 85(5), 806–812.
Cannon-Bowers, J. A., & Bowers, C. (2009). Synthetic learning environments: On developing a science of simulation, games and virtual worlds for training. In S. W. Kozlowski & E. Salas (Eds.), Learning, training, and development in organizations. Boca Raton, FL: CRC Press.
Cannon-Bowers, J. A., & Bowers, C. (2011). Team development and functioning. In S. Zedeck (Ed.), APA handbook of industrial and organizational psychology, Vol 1: Building and developing the organization (pp. 597–650). Washington, DC: American Psychological Association.
Cartier, J. L., & Stewart, J. (2000). Teaching the nature of inquiry: Further development in a high school genetics curriculum. Science Education, 9, 247–267.
Chi, M. T. H., Glaser, R., & Farr, M. J. (Eds.). (1988). The nature of expertise. Hillsdale, NJ: Lawrence Erlbaum Associates.
Christensen, C., Laerson, J. R., Jr., Abbott, A., Ardolino, A., Franz, T., & Pfeiffer, C. (2000). Decision making of clinical teams: Communication patterns and diagnostic error. Medical Decision Making, 20, 45–50.
De Giovanni, D., Roberts, T., & Norman, G. (2009). Relative effectiveness of high- versus low- fidelity simulation in learning heart sounds. Medical Education, 43(7), 661–668.
Diller, D., Roberts, B., Blankenship, S., & Nielsen, D. (2004). DARWARS Ambush!—Authoring lessons learned in a training game. Proceedings of the 2004 Interservice/Industry Training, Simulation and Education Conference (I/ITSEC). Orlando, FL, December.
Fletcher, J. D. (2009). Education and training technology in the military. Science, 323, 72–75.
Gentner, D. (1983). Structure-mapping: A theoretical framework for analogy. Cognitive Science, 7, 155–170.
Glaser, R. (1989). Expertise in learning: How do we think about instructional processes now that we have discovered knowledge structure? In D. Klahr & D. Kotosfky (Eds.), Complex information processing: The impact of Herbert A. Simon (pp. 269–282). Hillsdale, NJ: Lawrence Erlbaum Associates.
HPC (Human Performance Center), Naval Service Training Command Detachment. (2008). Battle Stations 21 Performance Measurement Execution Analysis Report. Prepared on February 15, 2008 for the Commander, Naval Service Training Command (NSTC).
Hussain, T., Feurzeig, W., Cannon-Bowers, J., Coleman, S., Koenig, A., Lee, J., et al. (2010). Development of game-based training systems: Lessons learned in an inter-disciplinary field in the making. In J. Cannon-Bowers & C. Bowers (Eds.), Serious game design and development: Technologies for training and learning (pp. 47–80). Hershey, PA: IGI Global.
Hussain, T. S., Roberts, B., Bowers, C., Cannon-Bowers, J. A., Menaker, E., Coleman, S., et al. (2012). Designing and developing effective training games for the US Navy (pp. 27–43). M&S Journal, Spring.
Hussain, T. S., Weil, S. A., Brunye, T., Sidman, J., Ferguson, W., & Alexander, A. L. (2008). Eliciting and evaluating teamwork within a multi-player game-based training environment. In H. F. O’Neil & R. S. Perez (Eds.), Computer games and team and individual learning (pp. 77–104). Amsterdam, Netherlands: Elsevier.
Jentsch, F., & Bowers, C. A. (1998). Evidence for the validity of PC-based simulations in studying aircrew coordination. The International Journal of Aviation Psychology, 8(3), 243–260. doi:10.1207/s15327108ijap0803_5.
Johnson, W. L. (2009). A simulation-based approach to training operational cultural competence. In Proceedings of the 2009 MODSIM World Conference. October 2009.
Johnson, W. L., Wang, N., & Wu, S. (2007). Experience with serious games for learning foreign languages and cultures. Proceedings of the SimTecT Conference. Australia.
Kennedy, D. M., & McComb, S. A. (2010). Merging internal and external processes: Examining the mental model convergence process through team communication. Theoretical Issues in Ergonomics Science, 11(4), 340–358.
Koenig, A. D., Lee, J., Iseli, M., & Wainess, R. (2009). A conceptual framework for assessing performance in games and simulations. The Interservice/Industry Training, Simulation & Education Conference. Orlando, FL.
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice-Hall.
Lassiter, D., Vaughn, J., Smaltz, V., & Morgan, B. (1990). Evaluation of the effects of training interventions on team performance. Proceedings of the Human Factors and Ergonomics Society 24th Annual Meeting (pp. 1372–2376). Santa Monica, CA: Human Factors and Ergonomics Society.
MacMillan, J., Entin, E., & Serfaty, D. (2004). Communication overhead: The hidden cost of team cognition. Team cognition: Understanding the factors that drive process and performance (pp. 61–82). Washington, DC: American Psychological Association.
Mayrath, M., Clarke-Midura, J. C., Robinson, D. H., & Schraw, G. (2011). Technology-based assessments for 21st century skills: Theoretical and practical implications from modern research. Charlotte, NC: Information Age Publishing.
Miller, M. (2012). “Naval Inspector General Visits Navy’s Only Boot Camp” naval service training command news. Recruit Training Command Public Affairs, Jan 20. Retrieved March 19, 2012, from http://www1.netc.navy.mil/nstc/news_page_2012_01_20.asp.
Molesworth, B. R. C., Bennett, L., & Kehoe, E. J. (2011). Promoting learning, memory, and transfer in a time-constrained, high hazard environment. Accident Analysis and Prevention, 43(3), 932–938.
Morrison, J., & Fletcher, J. D. (2002). Cognitive readiness. IDA Paper P-3735. Alexandria, VA: Institute for Defense Analyses.
Murphy, C., Rodgers, C., Guthrie, D., & McDowell, P. (2008). Building training games with the Delta3D Simulation Core. Tutorial given at the 2008 Interservice/Industry Training, Simulation and Education Conference. Retrieved June 29, 2009, from http://www.delta3d.org/filemgmt_data/files/Tutorial_629_v1.1.pdf.
O’Neil, H. F., & Perez, R. S. (Eds.). (2008). Computer games and team and individual learning. Amsterdam, The Netherlands: Elsevier.
Patrashkova-Volzdoska, R., McComb, S., Green, S., & Compton, W. (2003). Examining a curvilinear relationship between communication frequency and team performance in cross-functional project teams. IEEE Transactions on Engineering Management, 50(3), 262–269.
Raghavan, K., Satoris, M. L., & Glaser, R. (1997). The impact of model-centered instruction on student learning: The area and volume units. Journal of Computers in Mathematics and Science Teaching, 16, 363–404.
Roberts, B., Diller, D., & Schmitt, D. (2006). Factors affecting the adoption of a training game. Proceedings of the 2006 Interservice/Industry Training, Simulation and Education Conference. Orlando, FL, December.
Rupp, A. A., Gushta, M., Mislevy, R. J., & Shaffer, D. W. (2010). Evidence-centered design of epistemic games: Measurement principles for complex learning environments. Journal of Technology Learning and Assessment, 8(4), 1–45.
Salas, E., Cannon-Bowers, J. A., & Johnston, J. (1997). How can you turn a team of experts into an expert team?: Emerging training strategies. In C. E. Zsambok & G. Klein (Eds.), Naturalistic decision making (pp. 359–370). Hillsdale, NJ: Lawrence Erlbaum Associates.
Salas, E., Fowlkes, J., Stout, R., Milanovich, D., & Prince, C. (1999). Does CRM training improve teamwork skills in the cockpit?: Two evaluation studies. Human Factors, 41(2), 326–343.
Scalese, R. J., Obeso, V. T., & Issenberg, B. S. (2007). Simulation technology for skills training and competency assessment in medical education. Journal of General Internal Medicine, 23(1), 46–49.
Smith, S. J., & Roehrs, C. J. (2009). High fidelity simulation: Factors correlated with nursing student satisfaction and self-confidence. Nursing Education Perspectives, 30(2), 74–78.
Stewart, J., Cartier, J. L., & Passmore, C. M. (2005). Developing an understanding through model-based inquiry. In M. S. Donovan & J. D. Bransford (Eds.), How student learn: History, mathematics and science inquiry in the classroom (pp. 515–565). Washington, DC: National Academies Press.
Swarz, J., Ousley, A., Magro, A., Rienzo, M., Burns, D., Lindsey, A. M., et al. (2010). CancerSpace: A simulation-based game for improving cancer-screening rates. Computer Graphics and Applications, IEEE, 30(1), 90–94.
Tobias, S., & Fletcher, J. D. (2011). Computer games and instruction. Charlotte, NC: Information Age Publishing, Inc.
Wears, R. L., Perry, S. J., Shapiro, M., Beach, C., Croskerry, P., & Behara, R. (2003). Shift changes among emergency physicians: Best of times, worst of times. Proceedings of the 47th Annual Meeting of the Human Factors and Ergonomics Society (pp. 1420–1423). Santa Monica, CA: HFES.
Yedidia, M. J., Gillespie, C. C., Kachur, E., Schwartz, M. D., Ockene, J., Chepaitis, A. E., et al. (2003). Effect of communications training on medical student performance. Journal of the American Medical Association, 290(9), 1157–1165.
Zimmerman, C., Raghavan, K., & Sartoris, M. L. (2003). The impact of MARS curriculum on students’ ability to coordinate theory and evidence. International Journal of Science Education, 25, 1247–1271.
Acknowledgments
We would like to acknowledge the VESSEL team for their efforts in developing the game and supporting the studies, including Bruce Roberts, John Ostwald, Kerry Moffitt, Ray Tomlinson, and Todd Wright at Raytheon BBN Technologies; Curtiss Murphy, Chris Rodgers, Brad Anderegg, and David Guthrie at Alion Science and Technology; Katelyn Procci and Lucas Blair at the University of Central Florida; Kelly Pounds at IDEAS; and Susan Coleman and Ellen Menaker at Intelligent Decisions Systems, Inc. We also would like to thank Mr. John Drake and, previously, Dr. Rodney Chapman at the Naval Service Training Command and the staff at the RTC for their support and participation. The research presented in this chapter was conducted under Office of Naval Research contract number N00014-08-C-0030, under the management of Dr. Ray Perez. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the Office of Naval Research.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Appendices
Appendix 1: Observer Form for Individual Study
The items in the observer form in this appendix are notated with the cognitive readiness skill they indicate as follows: D for decision-making, C for communication, and S for situational awareness.
Appendix 2: Observer Forms for Team Study
The items in the observer forms in this appendix are notated with the cognitive readiness skill they indicate as follows: D for decision-making, C for communication, and S for situational awareness. H denotes help given or sought.
2.1 Appendix 2.1: Flooding Magazine Compartment Scenario Observer Form
2.2 Appendix 2.2: Bridge Watch Scenario: Bridge Talker Observer Form
All items in this form indicate the cognitive readiness skill of communication.
2.3 Appendix 2.3: Bridge Watch Scenario: Conning Officer Observer Form
All items in this form indicate the cognitive readiness skill of communication.
2.4 Appendix 2.4: Roving Security Watch Scenario Observer Form
Rights and permissions
Copyright information
© 2014 Springer Science+Business Media New York
About this chapter
Cite this chapter
Hussain, T.S., Bowers, C., Blasko-Drabik, H. (2014). Impact of Individual Game-Based Training on Team Cognitive Readiness. In: O'Neil, H., Perez, R., Baker, E. (eds) Teaching and Measuring Cognitive Readiness. Springer, Boston, MA. https://doi.org/10.1007/978-1-4614-7579-8_17
Download citation
DOI: https://doi.org/10.1007/978-1-4614-7579-8_17
Published:
Publisher Name: Springer, Boston, MA
Print ISBN: 978-1-4614-7578-1
Online ISBN: 978-1-4614-7579-8
eBook Packages: Humanities, Social Sciences and LawEducation (R0)