Military organisations have a long history of using games for training. Over the years, they have developed training practices involving role-play, simulations, puckstering and gaming. Most researchers in serious games, i.e. games used for non-entertainment purposes, focus their studies on the learners. This licentiate thesis, instead, takes a closer look on the roles of instructors in game-based training situations, specifically at the Swedish Land Warfare Centre. Through a mix of theoretical and empirical studies, training practices were scrutinised, resulting in a framework for gamebased vocational training. A key element of this framework is the coaching by gaming perspective in which instructors give un-intrusive, formative feedback th...
Introduction: For effective decision making in the 21st century where operational environments are c...
Introduction: For effective decision making in the 21st century where operational environments are c...
This research demonstrates the ways in which computer games can provide a context for\ud effective s...
Military organisations have a long history of using games for training. Over the years, they have de...
Over the last decade the view on games has changed. Computer games are no longer only used for enter...
Since the earliest times, games have been used to support training and learning objectives (Coleman,...
This report examines how games can be used to communicate and teach complex system structures. In co...
Games are rule-governed systems at the same time as they are fiction, simulating or representing a r...
This thesis explores the use of serious games from an instructor perspective. More specifically, it ...
Virtual training and serious games represent a new paradigm in training for many domains by providin...
As the videogame industry continues to boom, the increase in production resources and game design ex...
This thesis was created for the Gaming for Peace -project. The project’s objective is to develop a l...
The Norwegian Military Academy (Army) has been using a tactical simulator for the last two years. Du...
While there is a wealth of studies on the subject of serious games, the same cannot be said on the i...
A risk associated with the use of games in training and education is that players "game the game,"\u...
Introduction: For effective decision making in the 21st century where operational environments are c...
Introduction: For effective decision making in the 21st century where operational environments are c...
This research demonstrates the ways in which computer games can provide a context for\ud effective s...
Military organisations have a long history of using games for training. Over the years, they have de...
Over the last decade the view on games has changed. Computer games are no longer only used for enter...
Since the earliest times, games have been used to support training and learning objectives (Coleman,...
This report examines how games can be used to communicate and teach complex system structures. In co...
Games are rule-governed systems at the same time as they are fiction, simulating or representing a r...
This thesis explores the use of serious games from an instructor perspective. More specifically, it ...
Virtual training and serious games represent a new paradigm in training for many domains by providin...
As the videogame industry continues to boom, the increase in production resources and game design ex...
This thesis was created for the Gaming for Peace -project. The project’s objective is to develop a l...
The Norwegian Military Academy (Army) has been using a tactical simulator for the last two years. Du...
While there is a wealth of studies on the subject of serious games, the same cannot be said on the i...
A risk associated with the use of games in training and education is that players "game the game,"\u...
Introduction: For effective decision making in the 21st century where operational environments are c...
Introduction: For effective decision making in the 21st century where operational environments are c...
This research demonstrates the ways in which computer games can provide a context for\ud effective s...