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Serious Play Conference




     Serious Games
          For
Leader and Team Training




         August 23, 2012
         © 2012 Decisive-Point, All rights reserved.
Objective
Provide an overview of what I think makes a
“good” serious game an effective tool for
Leader and Team Training




                 © 2012 Decisive-Point, All rights reserved.
Overview
• Training must be a continues cycle of study, practice and
  reflection.
• Complex or abstract concepts become tangible when using
  a serious game
• Use of the game promotes improved visualization of events
  with respect to time, space, distance, and capabilities.
• Students can experiment and make bold decisions without
  suffering catastrophic failure.
• Experience can be rapidly repeated.
• Games can dramatically and effectively link cause and
  effect.

                      © 2012 Decisive-Point, All rights reserved.
My “Ah-hah” Moment…




   CGSC, Spring 1998

        © 2012 Decisive-Point, All rights reserved.
“Decisive Action” Exercise - 1998




            © 2012 Decisive-Point, All rights reserved.
DA - PE 2 Combined Obstacle Overlay

                 © 2012 Decisive-Point, All rights reserved.
DA - PE 1 Combined Obstacle Overlay
 DA - PE 2 RED Situation

                 © 2012 Decisive-Point, All rights reserved.
DA - PE 1 Combined Obstacle Overlay
 DA - PE 2 BLUE Situation

                 © 2012 Decisive-Point, All rights reserved.
“Decisive Action” Exercise - 1998




 RED – Student Group 1                                                               BLUE – Student Group 2
Task: Seize TABRON                                                                   Task: Defeat the III Red Corps
Purpose: To establish a shorter                                                      Purpose: To set the conditions
line of communication                                                                for offensive operations



             Instructions to Both Groups:
             1. Both sides will fight using U.S. doctrine
             2. 6 hours to plan, 5 hours to “fight”, 1 hour for AAR
             3. Before Battle: Quick briefing on estimate of situation and plan


                                       © 2012 Decisive-Point, All rights reserved.
Attacker’s Most Likely and Dangerous Courses of Action




             BlueG2_ECOA.wmv




            BLUE Intelligence Officer
                     © 2012 Decisive-Point, All rights reserved.
Attacker’s Plan




Red_COA_Short.wmv




  RED Commander
     © 2012 Decisive-Point, All rights reserved.
Results of “First Battle”
• Students were very shocked to discover their plans were so
  predictable.
• During the next 4 battles, they made every effort to out-
  think their opponent.
• I discovered the great learning benefit of fighting “Blue
  against Blue”.
• I realized that I was a mediocre instructor and a mediocre
  officer within a mediocre system. We were great at process
  (science of war), but weak at applying the science (art of
  war).
Another REDFOR Group…



 Play A301History.wmv




       © 2012 Decisive-Point, All rights reserved.
How does a person become a
strong leader or an effective
      team member?




          © 2012 Decisive-Point, All rights reserved.
Like any skill training, it must be cyclic.



                        Study

                                                                  Science


                                                                   Art

           Reflection                Practice




                    © 2012 Decisive-Point, All rights reserved.
Where do most leaders and
teams expend their efforts?




          © 2012 Decisive-Point, All rights reserved.
After all, we have a wealth of experience.



                        Study

                                                                  Science


                                                                   Art

           Reflection                Practice




                    © 2012 Decisive-Point, All rights reserved.
What is a better model for
continued growth and success?




           © 2012 Decisive-Point, All rights reserved.
Conduct quality practice and allocate more time and
  energy for selected study and critical reflection


                           Selected
                           Study


                                                                     Science

              Critical                  Quality
                                                                      Art
              Reflection                Practice




                       © 2012 Decisive-Point, All rights reserved.
Findings
• An effective training approach supported by a
“good” serious game can dramatically improve
leadership and team skills.
• Time spent learning to play the game is almost
always wasted time!
• Use crawl, walk, run, approach to increase training
performance.
• Emphasize process over outcomes.
• The game must rapidly and continuously engage the
students
• Task repetition with additional factors increasingly
difficult situations is critical to success
                     © 2012 Decisive-Point, All rights reserved.
Findings
• Instructor interaction should take place during the
exercise, as needed, to highlight problems, coach
before continuing further.
• Require students to be responsible for much of
their learning
• Create and inject compelling problems as needed to
force student actions.
• Simple videos introduced at the right time can
create powerful effects.
• No matter how good the game, the teacher will
make or break the quality of the learning experience

                     © 2012 Decisive-Point, All rights reserved.
®




        Jim Lunsford
       President
     Decisive-Point
   816-584-2882 (Direct)
   816-584-2883 (FAX)
jim@decisive-point.com
www.decisive-point.com
© 2012 Decisive-Point, All rights reserved.

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"Serious Games for Leader and Team Training" By Jim Lunsford- Serious Play Conference 2012

  • 1. Serious Play Conference Serious Games For Leader and Team Training August 23, 2012 © 2012 Decisive-Point, All rights reserved.
  • 2. Objective Provide an overview of what I think makes a “good” serious game an effective tool for Leader and Team Training © 2012 Decisive-Point, All rights reserved.
  • 3. Overview • Training must be a continues cycle of study, practice and reflection. • Complex or abstract concepts become tangible when using a serious game • Use of the game promotes improved visualization of events with respect to time, space, distance, and capabilities. • Students can experiment and make bold decisions without suffering catastrophic failure. • Experience can be rapidly repeated. • Games can dramatically and effectively link cause and effect. © 2012 Decisive-Point, All rights reserved.
  • 4. My “Ah-hah” Moment… CGSC, Spring 1998 © 2012 Decisive-Point, All rights reserved.
  • 5. “Decisive Action” Exercise - 1998 © 2012 Decisive-Point, All rights reserved.
  • 6. DA - PE 2 Combined Obstacle Overlay © 2012 Decisive-Point, All rights reserved.
  • 7. DA - PE 1 Combined Obstacle Overlay DA - PE 2 RED Situation © 2012 Decisive-Point, All rights reserved.
  • 8. DA - PE 1 Combined Obstacle Overlay DA - PE 2 BLUE Situation © 2012 Decisive-Point, All rights reserved.
  • 9. “Decisive Action” Exercise - 1998 RED – Student Group 1 BLUE – Student Group 2 Task: Seize TABRON Task: Defeat the III Red Corps Purpose: To establish a shorter Purpose: To set the conditions line of communication for offensive operations Instructions to Both Groups: 1. Both sides will fight using U.S. doctrine 2. 6 hours to plan, 5 hours to “fight”, 1 hour for AAR 3. Before Battle: Quick briefing on estimate of situation and plan © 2012 Decisive-Point, All rights reserved.
  • 10. Attacker’s Most Likely and Dangerous Courses of Action BlueG2_ECOA.wmv BLUE Intelligence Officer © 2012 Decisive-Point, All rights reserved.
  • 11. Attacker’s Plan Red_COA_Short.wmv RED Commander © 2012 Decisive-Point, All rights reserved.
  • 12. Results of “First Battle” • Students were very shocked to discover their plans were so predictable. • During the next 4 battles, they made every effort to out- think their opponent. • I discovered the great learning benefit of fighting “Blue against Blue”. • I realized that I was a mediocre instructor and a mediocre officer within a mediocre system. We were great at process (science of war), but weak at applying the science (art of war).
  • 13. Another REDFOR Group… Play A301History.wmv © 2012 Decisive-Point, All rights reserved.
  • 14. How does a person become a strong leader or an effective team member? © 2012 Decisive-Point, All rights reserved.
  • 15. Like any skill training, it must be cyclic. Study Science Art Reflection Practice © 2012 Decisive-Point, All rights reserved.
  • 16. Where do most leaders and teams expend their efforts? © 2012 Decisive-Point, All rights reserved.
  • 17. After all, we have a wealth of experience. Study Science Art Reflection Practice © 2012 Decisive-Point, All rights reserved.
  • 18. What is a better model for continued growth and success? © 2012 Decisive-Point, All rights reserved.
  • 19. Conduct quality practice and allocate more time and energy for selected study and critical reflection Selected Study Science Critical Quality Art Reflection Practice © 2012 Decisive-Point, All rights reserved.
  • 20. Findings • An effective training approach supported by a “good” serious game can dramatically improve leadership and team skills. • Time spent learning to play the game is almost always wasted time! • Use crawl, walk, run, approach to increase training performance. • Emphasize process over outcomes. • The game must rapidly and continuously engage the students • Task repetition with additional factors increasingly difficult situations is critical to success © 2012 Decisive-Point, All rights reserved.
  • 21. Findings • Instructor interaction should take place during the exercise, as needed, to highlight problems, coach before continuing further. • Require students to be responsible for much of their learning • Create and inject compelling problems as needed to force student actions. • Simple videos introduced at the right time can create powerful effects. • No matter how good the game, the teacher will make or break the quality of the learning experience © 2012 Decisive-Point, All rights reserved.
  • 22. ® Jim Lunsford President Decisive-Point 816-584-2882 (Direct) 816-584-2883 (FAX) jim@decisive-point.com www.decisive-point.com © 2012 Decisive-Point, All rights reserved.