Abstract
This paper asks the question: What advantages and disadvantages will be gained from adding a video game to the training and retention regime of a US Army computer-based report and command system. The core response to this question is not found in simply better training but in more a realistic workload, more realistic timeline, and more engaging training environment. The addition of these variables was not reported to speed-up or retain the knowledge longer, but it did increase the users desire to train and increase the users preparation for using the training in a real world environment.
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