2004 · 18 citations · 0 references
ComputingComputer ScienceComputer SystemsArtificial IntelligenceComputer-assisted InstructionHuman-computer InteractionComputer-based TrainingSimulation-based InstructionSimulation-based LearningCognitive SimulationCognitive Training TechnologiesCommercial Interface DesignComputerized Cognitive TrainingGame-based SimulationSimulator-based TrainingTactical SimulationTraining Simulations
Microsoft’s’ popular game console, the Xbox, combined the possibility of compelling training efficiencies with formidable obstacles to development, both in terms of the business model, the limitation of the Windows 2000 computer inside it and the system’s standard humanmachine interface. In its mission to leverage the capabilities of the entertainment industry to develop next-generation simulation tools, the Institute for Creative Technologies turned to this inexpensive, powerful platform for its Squad level cognitive tactical trainer. This paper will describe the pedagogical and technological challenges and unique processes that translated Squad level command doctrine to a commercial game interface and a cost-effective, universally-accessible computational medium