For this week’s discussion I would like to comment on my
experience with a simulation game I’ve taken as part of what the Air Force
calls Total Force Awareness Training (TFAT).
This is a series of computer based training modules (CBT’s) that every
member of the Air Force, civilian and military, is required to take every
year. The CBT’s are housed in an
enterprise-wide learning management system called Advanced Distributive
Learning System (ADLS).
One of the CBTs is called Information Awareness and it is
about protecting sensitive and classified information. The CBT is actually set up as a simulation,
and is designed to let you set the setting from your personal point of
view. The scenes are narrated and also
contain sound effects to add a degree of realism. For example, one scene might say, “and as you
open your email, your phone rings.” The
viewer sees a desktop with a computer screen showing Outlook and a phone with a
flashing light.
As the training progresses you are asked to make choices and
decisions about the information you access via documents, emails, phone calls, and
conversations. Each decision you make is
followed by immediate feedback. If you
get enough of the decisions correct, you can proceed to the next phase of the
training. If you choose incorrectly too
many times you have to take some remedial training before you can move forward
in the program.
My plan for using this kind technology in my educational
setting to propose to my department chair that we commission a training vendor
to design this type of simulation based on leadership training. My objective is to engage students of
organizational leadership in situations they may not have the opportunities to
experience in real life. I’m basing this
objective on my own observations that many students of leadership are not
actually in leadership positions yet.
Therefore, as they learn about leadership concepts in class, they may
not have the opportunities to apply what they’ve learned on the job.
Simulations that provide rapid and frequent feedback to the
student can help the learner “feel what it’s like” to engage in that behavior
in real life. This can increase
engagement and help learning be more effective (TED, 2010).
Cheers!
Ron N.
Reference
TED (Producer). (2010). Tom
Chatfield: 7 ways games reward the brain Retrieved
from: http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain .html
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