Till Örebro universitet

oru.seÖrebro universitets publikationer
Ändra sökning
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Coaching by gaming: an instructor perspective of game-based vocational training
Örebro universitet, Akademin för naturvetenskap och teknik.
2011 (Engelska)Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

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 through role-play and gameplay. Another important aspect of the framework involves dynamic debriefing. These insights points to specific needs for system support for instructors involved in game-based training. They also emphasise the fact that serious gaming is a highly contextualised activity made up of more than the game and the players

Ort, förlag, år, upplaga, sidor
Örebro: Örebro University , 2011. , s. 56
Serie
Studies from the School of Science and Technology ; 20
Nationell ämneskategori
Data- och informationsvetenskap
Forskningsämne
Datalogi
Identifikatorer
URN: urn:nbn:se:oru:diva-20756OAI: oai:DiVA.org:oru-20756DiVA, id: diva2:474545
Anmärkning

Anna-Sofia Alklind Taylor is also affiliated to University of Skövde, Sweden.

Tillgänglig från: 2012-01-09 Skapad: 2012-01-09 Senast uppdaterad: 2023-05-10Bibliografiskt granskad
Delarbeten
1. Letting the students create and the teacher play: expanding the roles in serious gaming
Öppna denna publikation i ny flik eller fönster >>Letting the students create and the teacher play: expanding the roles in serious gaming
2011 (Engelska)Ingår i: MindTrek'11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, New York: ACM Special Interest Group on Computer Science Education, 2011, s. 63-70Konferensbidrag, Publicerat paper (Övrigt vetenskapligt)
Abstract [en]

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 through role-play and gameplay. Another important aspect of the framework involves dynamic debriefing. These insights points to specific needs for system support for instructors involved in game-based training. They also emphasise the fact that serious gaming is a highly contextualised activity made up of more than the game and the players.

Ort, förlag, år, upplaga, sidor
New York: ACM Special Interest Group on Computer Science Education, 2011
Nyckelord
Coaching cycle, debriefing, game-based training, instructor roles, player roles, puckstering, serious games, serious gaming, system support
Nationell ämneskategori
Data- och informationsvetenskap
Forskningsämne
Informatik
Identifikatorer
urn:nbn:se:oru:diva-20749 (URN)10.1145/2181037.2181049 (DOI)2-s2.0-84860659975 (Scopus ID)9781450308168 (ISBN)
Konferens
15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek 2011), Tampere, Finland, September 28-30, 2011
Tillgänglig från: 2012-01-09 Skapad: 2012-01-09 Senast uppdaterad: 2023-05-10Bibliografiskt granskad
2. Introducing the coaching cycle: a coaching by gaming perspective of serious gaming
Öppna denna publikation i ny flik eller fönster >>Introducing the coaching cycle: a coaching by gaming perspective of serious gaming
(Engelska)Manuskript (preprint) (Övrigt vetenskapligt)
Abstract [en]

Military organizations have a long history of using simulations, role-play and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have overconfidence in the pedagogical power in games and simulations, where the instructor is taken out of the gaming loop. We propose a framework, the coaching cycle, that focuses on the roles of instructors. The roles include instructors acting as game players. The fact that the instructors take a more active part in all training activities will further improve learning. The coaching cycle integrates theories of experiential learning (where action precedes theory) and deliberate practice (where the trainee’s skill is constantly challenged by a coach). Incorporating a coaching by gaming perspective complicates, but also strengthens, the player-centered design approach to game development in that you need to take into account two different types of players: trainees and instructor. Furthermore, we argue that the coaching cycle allows for a shift of focus to more thorough debriefing, since it implies that learning of theoretical material before simulation/game playing is kept to a minimum. This shift will increase the transfer of knowledge.

Nationell ämneskategori
Data- och informationsvetenskap
Forskningsämne
Datalogi
Identifikatorer
urn:nbn:se:oru:diva-20754 (URN)
Tillgänglig från: 2012-01-09 Skapad: 2012-01-09 Senast uppdaterad: 2023-05-10Bibliografiskt granskad

Open Access i DiVA

fulltextProt(1551 kB)1788 nedladdningar
Filinformation
Filnamn FULLTEXT01.pdfFilstorlek 1551 kBChecksumma SHA-512
804534439e3ff6e9c8ac170598c39be542d1fa59b35a4cadefbc9a1267ab429b28b95862010df79c9ec4de6c86061ed6d5dd5e26bf01e06a592e48ccc21daec2
Typ fulltextMimetyp application/pdf

Av organisationen
Akademin för naturvetenskap och teknik
Data- och informationsvetenskap

Sök vidare utanför DiVA

GoogleGoogle Scholar
Totalt: 1789 nedladdningar
Antalet nedladdningar är summan av nedladdningar för alla fulltexter. Det kan inkludera t.ex tidigare versioner som nu inte längre är tillgängliga.

urn-nbn

Altmetricpoäng

urn-nbn
Totalt: 1380 träffar
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf