Gamification in Defense Acquisition Training and Education
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Authors
Finkenstadt, Daniel J.
Helzer, Erik
Larsson, Ian
Marshall, Matthew K.
Whitworth, Lee M.
Subjects
Advisors
Date of Issue
2022-05-02
Date
2022-05-02
Publisher
Monterey, California. Naval Postgraduate School
Language
Abstract
Leveraging research conducted as part of an Acquisition Research Program sponsored thesis, this paper expands upon an essay written by our research team (submitted to USNI), in which we argue that gamified learning (building games to promote learning of traditional material) presents a unique opportunity for enhancing education and training within the defense workforce. We provide an in-depth explanation of what gamification is and why it might be particularly useful for enhancing learning in non-traditional defense contexts, using defense acquisition as a test case. We present initial evidence from our empirical research to highlight the opportunities and challenges for advancing military education into the present age through gamified learning methods. Finally, we outline future directions for research in gamification for defense applications, bringing attention to the need for collaboration across the defense-focused entities exploring the potential for gaming in future defense education and training.
Type
Conference Paper
Description
Excerpt from the Proceedings of the Nineteenth Annual Acquisition Research Symposium
Series/Report No
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Organization
Identifiers
NPS Report Number
SYM-AM-22-031
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Funder
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Citation
Distribution Statement
Approved for public release; distribution is unlimited.
Rights
This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.