Immersive games and expert-novice differences

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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 gameand 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.

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Bond, A. J. H., Brimstin, J., & Carpenter, A. (2017). Immersive games and expert-novice differences. In Advances in Intelligent Systems and Computing (Vol. 498, pp. 699–711). Springer Verlag. https://doi.org/10.1007/978-3-319-42070-7_65

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