Abstract
The use of serious games for training can promote engagement and encourage curiosity. While there is controversy over how to assess the effectiveness of using serious games for training, research efforts have linked instructional effectiveness to instructional objectives and game characteristics. This paper describes these components in relations to a serious game for students in the United States Army Jumpmaster course. The authors collected data on usability through user feedback from surveys after the use of a serious game called Learning Master. From the data collected, users perceived the serious game to be simple to use, function appropriately, and have an intuitive design. A majority of the users expressed confidence in using the system. The user responses called for improvements in the visual display and simplified access to the application. The design team plans to use this information to enhance and finalize the serious game for future testing.
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Acknowledgments
This team would like to express our deepest appreciation for the leadership and instructors at the Ft. Benning Maneuver Center of Excellence for their support in the development and evaluation of this training application. Their professionalism and support has always been inspiring as we modernize our fighting force.
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Griffith, T., Maraj, C., Flynn, J., Ablanedo, J. (2019). A Usability Review of the Learning Master Serious Game in Support of the US Army Jumpmaster’s Course. In: Ahram, T. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2018. Advances in Intelligent Systems and Computing, vol 795. Springer, Cham. https://doi.org/10.1007/978-3-319-94619-1_30
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