Small Wars Journal

It's a virtual world (?)

Thu, 08/20/2009 - 11:12am
We just had a very interesting briefing on a "new" teaching method which might best be described as a case study method via virtual reality. As with many case study methods, this presented the "facts" of a real world situation. Where the virtual reality played in, was via shifting the sensory input -- VR with full sound effects in place of powerpoint. This type of training capability is, on the whole, extremely useful. It is also, potentially, both limiting and limited -- as, I must note, is all training.

Let me pull out some of the limitations and potentials of this "new" type of training.

First of all, a case study method works best in an interactive environment with a highly skilled and motivated facilitator. Done well, such methods can produce significant learning. But this particular format is being looked at as both an in-class and at-home learning tool. The value of the case study method usually lies in the interaction of different opinions and inputs, a situation that tends to be absent in a stand-alone download form. The lessons aren't "learned" in such a setting since the students perceptions are not challenged. TRADOC might wish to think about deploying these in either a network configuration similar to real-time gaming, a la WarCraft, or they may think about tying it in with an online discussion board.

Second, case study methods rarely allow one to "game" what they would have done and see the (probable) effects of what their choices would have been. This pedagogical style does not allow people to learn from failure. This is a crucial problem for students, especially when they will be placed in situations where "failure" translates into deaths. Case study methodology, however, can easily be extended based on most likely choice potentials and costs. Again, the prototype for this comes out of the gaming world with the old "pick your path" adventures. Unlike these older games, real world events can be used as the basis for assigning probable consequences for individual choices.

Third, there are always limitations established within any teaching methodology. Case study methodologies tend to handle this problem via discussion between participants, but the potentials are limited by the knowledge and perceptions of those participants. In order to overcome some of this limitation, there was a very interesting form of case based education started by McMaster University that used learning groups from diverse backgrounds.

All of these limitations and opportunities became evident to me as I watched the scenario and thought "how am I reacting" and "how would my [civilian] students react?". Given my own background as an Anthropologist, the questions I was asking at the start of the scenario differed significantly from the questions being asked in the room, here at the TRADOC SLC. What I found quite interesting, was that many of my questions were never asked and yet, if they had been asked, the scenario would have been less likely to play out the way it did in real life.

Comments

LandCruis

Thu, 07/21/2022 - 9:09am

Actually, the virtual world is our future. Even now land-based casinos lose their clients, more and more people prefer to play online keno real money Canada and other games in online casinos. So we can see that online businesses are much more perspective than other types of business. 

Kurt Streich

Sat, 01/15/2022 - 7:55am

In a virtual world, the only thing you have to do is to be "here". When you are here, it doesn't matter if your hair is wet or dry; if you're wearing makeup or not; if your friends are around or not. It's just you and me! In fact, I find that I'm more comfortable in my own skin when we do our sessions online. Well, I would like to get book review writing service in order to get complete my task on time. There is no reason for vanity when we're working together - so everything becomes easier as well!

Virtual worlds do have a purpose, it is new technology and people need to adapt to it. Each day humans discover new uses and benefits that the Metaverse offers them. Not in terms of gaming but in terms of training and education or even just for entertainment purposes. For many it is a creative outlet, a place where they can do their thing. We also see that many new virtual worlds are coming online as we speak. Most of theme are niche themed or are there to serve a particular purpose. Schools set up a virtual world, the navy just launched their virtual world using Qwaq, IBM launched virtual world software last week. Why would all these worlds start to exist if they had no point or people didn't need them?

Do they have limitations at the moment? Yes they do but so did the first tv's in the 50's, they didn't produce colors, so tv's had limits then, still many people did see the potential for tv back then and didn't look at the limitations but focused on the potential instead.

Hi Marc. This presentation seems to add to the discussion of seminars that we were discussing yesterday. Regardless of the medium (case study from a book, movie, or video game), this type of interaction is an excellent training tool.

Couple of thoughts:

1. Class size. My personal opinion is that one should not exceed ten students. 6-8 is probably the preferred number in order to maximize discussion from the entire group.

2. Facilitator training. The instructor becomes a facilitator, and he/she must be given specialized training on how to execute in order to maximize the time. I once subbed as a guest facilitator for a "wicked problems" class while my thesis advisor was away. Afterwards, I was struck by how much planning and preparation was required in order to properly conduct 1 x one hour class.

v/r

Mike

marct (not verified)

Thu, 08/20/2009 - 12:18pm

Rex, those are some really good points. In many ways I see both a challenge and an opportunity in figuring out how stand-alone and semi-stand-alone programs can be leveraged with other technologies. As an example, an I-phone downloadable program can be used for really small group training, say 3-4 people, on the fly. If part of the use "requirements" for them to get training credit for it include that they have to later go online to a forum and post their lessons learned and what they "missed", which can be brought out by a moderator / facilitator, then it could prove useful.

Rex Brynen

Thu, 08/20/2009 - 11:54am

Marc, you're absolutely right about the limitations (as well as the value) of these sorts of simulations for training and education. In this regard, technological developments in AI and VR pose problems as well as new opportunities, since they place a beguiling interface on the assumptions and issues embedded in the software. The risk, of course, is that participants buy into the sugar-coating and immersive, attention-grabbing environment while giving less attention than they should do to where the simulation (invariably) departs from reality.

In classroom settings, of course, you can always use a debrief discussion of simulation shortcomings as "teachable moments" in which to force greater critical engagement by students. In use-by-yourself software, however, there are little or no opportunities for doing so.