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Collective Simulation-based Training in the U.S. Army
註釋In the U.S. Army, the term collective training refers to events in which groups or units of soldiers learn, practice, and demonstrate proficiency in group activities key to their missions. The report examines the fidelity of virtual systems to train U.S. Army platoon- and company-level collective skills and estimates the costs of using simulators with different degrees of fidelity for collective training. Understanding how fidelity contributes to training outcomes can help inform decisions about current and legacy systems and future investments in simulation-based collective training systems. The analyses focus on dedicated physical simulators used by Army armor and aviation units and on virtual games that operate on networked personal computers. In addition to reviewing the literature on the effects of simulator fidelity on training outcomes, the authors conducted interviews, focus groups, and surveys of key stakeholder groups and used archival data to estimate utilization rates and life-cycle costs. The authors recommend improvements in the design, delivery, and evaluation of the Army's simulation-based training and propose that the Army conduct definitive studies to determine whether a transition from Close Combat Tactical Trainer (CCTT) and the Aviation Combined Arms Tactical Trainer (AVCATT) to a Games for Training approach is warranted.