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Chapter 20 - Development Methods

DARWARS Ambush!

Published online by Cambridge University Press:  05 May 2015

Bruce Roberts
Affiliation:
Raytheon BBN Technologies
David Diller
Affiliation:
Raytheon BBN Technologies
Talib S. Hussain
Affiliation:
Raytheon BBN Technologies
Susan L. Coleman
Affiliation:
Intelligent Decision Systems, Inc.
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Summary

Abstract

We introduce the motivations, history, technical approach, and design choices behind DARWARS Ambush!, a game-based, convoy operations trainer that was heavily used by the U.S. Army and Marines for five years. We discuss a number of the practical deployment concerns we addressed and discuss how we cultivated relationships to build a community of committed users. As one of the first large-scale, successful serious games for learning, DARWARS Ambush! broke new ground and led to many lessons learned on how to best design, develop, and deploy a serious game. We discuss some of our experiences, decisions, and lessons learned, and conclude with some recommendations that may help new efforts attain success as well.

Introduction

In late 2004, DARPA Program Manager Dr. Ralph Chatham asked BBN Technologies, who was already under contract on his DARWARS Training Superiority Program, whether we could quickly – within six months – deploy a training system to help soldiers better respond to convoy ambushes then prevalent in Iraq. At that time, convoy ambushes involving small arms, rocket-propelled grenades (RPGs), or improvised explosive devices (IEDs) were a leading cause of casualties. The U.S. military had recognized the need for increased training for convoy operations and aggressively pursued a variety of training solutions, including live-fire training exercises, marksmanship trainers, and driver training systems (see Steele, 2004; Tiron, 2004 for examples). Dr. Chatham recognized the need for a squad-level team trainer that would focus on situational awareness, communication, and coordination.

Type
Chapter
Information
Design and Development of Training Games
Practical Guidelines from a Multidisciplinary Perspective
, pp. 464 - 475
Publisher: Cambridge University Press
Print publication year: 2014

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References

Diller, D. E., Roberts, B., Blankenship, S., & Nielson, D. (2004). DARWARS Ambush! – Authoring lessons learned in a training game. In Proceedings of the Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), Orlando, FL.Google Scholar
Diller, D. E., Roberts, B., & Willmuth, T. (2005). DARWARS Ambush! – A case study in the adoption and evolution of a game-based convoy trainer by the U.S. Army. In Proceedings of the 2005 Fall Simulation Interoperability Workshop, Orlando, FL.Google Scholar
Kluwer, (2003). Dordrecht (January 7). .
Roberts, B., Diller, D., & Schmitt, D. (2006). Factors affecting the adoption of a training game. In Proceedings of the Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), Orlando, FL. Paper #2814.Google Scholar
Steele, D. (2004). Last stop before Iraq. Army Magazine, 54(5), 54–57.Google Scholar
Tiron, R. (2004). Army bridging training gaps in vehicle convoy operations. National Defense Magazine, April.

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