Skip to main content

Immersive Games and Expert-Novice Differences

  • Conference paper
  • First Online:
Advances in Human Factors, Business Management, Training and Education

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 498))

  • 2638 Accesses

Abstract

Immersive game-based training has been used effectively for years to train within numerous domains. Immersive simulations and games, however, are frequently used to train at the pinnacle of instruction, though research shows that game- and simulation-based training platforms are consistently more effective than traditional training across all phases of instruction. Game-based training has potentially limitless variables on which training can be adapted: troops can change efficacy, weather can turn and equipment can malfunction. Understanding the relationships between adaptive variables is key to effective game design that distinguishes expert and novice performers for assessment. This paper describes the development of a simulation-based game using distributed concept maps for expertise categorization. The expert models were incorporated into a real-time strategy game intended for use to train and assess understanding of and adherence to Army doctrine. Preliminary validation data are also presented comparing the game to traditional Interactive Multimedia Instruction (IMI) courseware.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 329.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Shute, V.J., Zapata-Rivera, D.: Adaptive educational systems. In: Durlach, P. (ed.) Adaptive Technologies for Training and Education, pp. 7–27. Cambridge University Press, New York (2012)

    Chapter  Google Scholar 

  2. Department of the Army: The U.S. Army Learning Concept for 2015 (TRADOC Pamphlet 525-8-2). Headquarters, United States Army Training and Doctrine Command: Fort Monroe, Virginia (2011)

    Google Scholar 

  3. Minnesota Educational Computing Consortium: Number Munchers (1986)

    Google Scholar 

  4. Borderbund Software: Where in the World is Carmen Sandiego (1985)

    Google Scholar 

  5. Charsky, D.: From edutainment to serious games: a change in the use of game characteristics. Games Culture 5(2), 177–198 (2010)

    Article  Google Scholar 

  6. Cannon-Bowers, J.: The way ahead in game based learning. Paper presented at the Defense Game Tech Users Conference, Orlando, FL (2010)

    Google Scholar 

  7. Gopher, D., Weil, M., Bareket, T.: Transfer of skill from a computer game trainer to flight. Hum. Factors 36(3), 387–405 (1994)

    Google Scholar 

  8. Wouters, P., van Nimwegen, C., van Oostendorp, H., van der Spek, E.D.: A Meta-Analysis of the cognitive and motivational effects of serious games. J. Educ. Psychol. 105(2), 249–265 (2013)

    Article  Google Scholar 

  9. Stizmann, T.: A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Pers. Psychol. 64(2), 489–528 (2011)

    Article  Google Scholar 

  10. Reiber, L.P.: Seriously considering play: designing interactive learning environment ased on the blending of microworlds, simulations, and games. Educ. Tech. Res. Dev. 44(2), 43–58 (1996)

    Article  Google Scholar 

  11. Girard, C., Ecalle, J., Magnan, A.: Serious games as new educational tools: how effective are they? A meta-analysis of recent studies. J. Comput. Assist. Learn. 29(3), 207–219 (2012)

    Article  Google Scholar 

  12. Soflano, M., Connolly, T.M., Hainey, T.: An application of adaptive games-based learning based on learning style to teach SQL. Comput. Educ. 66, 192–211 (2015)

    Article  Google Scholar 

  13. Lee, J., Park, O.: Adaptive instructional systems. In: Spector, J.M., Merill, M.D., van Merrienboer, J., Driscoll, M.P. (eds.) Handbook of Research for Educational Communications and Technology, pp. 469–484. Routledge, Taylor & Francis Group, New York (2007)

    Google Scholar 

  14. Kolb, D.A.: Experiential Learning: Experience as the Source of Learning and Development. Prentice Hall, Englewood Cliffs, NJ (1984)

    Google Scholar 

  15. Kim, M.K.: Theoretically grounded guidelines for assessing learning progress: cognitive changes in ill-structured complex problem-solving contexts. Educ. Technol. Res. Dev. 60, 601–622 (2012)

    Article  Google Scholar 

  16. Spector, J.M., Koszalka, T.A.: The DEEP methodology for assessing learning in complex domains. Final report to the National Science Foundation Evaluative Research and Evaluation Capacity Building, Syracuse University, Syracuse, NY (2004)

    Google Scholar 

  17. Tobias, S., Fletcher, J.D.: What research has to say about designing computer games for learning. Educ. Technol. 47(5), 20–29 (2007)

    Google Scholar 

  18. Hoffman, R.R., Lintern, G.: Eliciting and representing the knowledge of experts. In: Ericsson, K.A., Charness, N., Feltovich, P., Hoffman, R. (eds.) Cambridge Handbook of Expertise and Expert Performance, pp. 203–222. Cambridge University Press, New York (2006)

    Chapter  Google Scholar 

  19. Novak, J.D., Cañas, A.J.: Theoretical origins of concept maps, how to construct them and uses in education. Reflecting Educ. 3(1), 29–42 (2007)

    Google Scholar 

  20. Department of the Army: Armor and Mechanized Company Team (Army Training Publication 3-90.1). Headquarters, Department of the Army: Washington, DC (2002)

    Google Scholar 

Download references

Acknowledgments

The authors would like to thank the United Sates Army Maneuver Center of Excellence (MCoE) at Fort Benning, Georgia for funding the Dual-Use Interactive Doctrine program, under which this work was performed. In addition, the authors would like to think Mr. Jason Thagard, Program Manager, and the rest of the Cubic and MCoE teams for their hard work and contributions to the DUID program.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Amanda J. H. Bond .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing Switzerland

About this paper

Cite this paper

Bond, A.J.H., Brimstin, J., Carpenter, A. (2017). Immersive Games and Expert-Novice Differences. In: Kantola, J., Barath, T., Nazir, S., Andre, T. (eds) Advances in Human Factors, Business Management, Training and Education. Advances in Intelligent Systems and Computing, vol 498. Springer, Cham. https://doi.org/10.1007/978-3-319-42070-7_65

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-42070-7_65

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-42069-1

  • Online ISBN: 978-3-319-42070-7

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics