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Game-Based Learning: Application and Effectiveness as Applied to Human Performance, 07-R8037 Printer Friendly VersionPrincipal Investigators Inclusive Dates: 02/23/09 Current Background - Game-based Learning (GBL) continues to be a dedicated business development area for SwRI. The amount of industry-wide research in GBL continues to lag behind the level of interest in GBL expressed by customers. Businesses are increasingly faced with the prospect of recruiting and retaining the best talent of the Millennial Generation (also called Generation Y), and the best talent is heavily populated with people raised with access to computers. The heavy influence of technology necessitates a different approach to training. SwRI's GBL research seeks to answer fundamental questions about the application of this training method. There is a need to understand what works and why, and for whom, and under what set of circumstances. As SwRI advises its legacy customers and lights fires of interest within new communities, it needs to draw upon a foundation of proven research to support its recommendations. Approach - This project is a five-phased approach.
Accomplishments - The analysis phase efforts concentrated on collecting data from KAC employees to determine the feasibility of researching the effectiveness of GBL on human performance within KAC's Engine Test Cell work center. A questionnaire and pre-test were developed and administered to the following four focus groups:
Additional information was gathered through observations and review of reference materials. The data collected established the initial baseline for further design. Analysis of the data led to an overall design approach in which the data indicated specific trials could be supported. A detailed design document including a number of scenarios was produced, and the task of developing the GBL application is now under way. |