The arguments for increasing the amount of computer-based training are clear, convincing, and essentially over: almost every unit in the military is shifting its training strategy to include a larger percentage of computer-based training. The question now is how to create computerized training systems using the best and most cost-effective methods.
One solution is to increase the training done in simulators. Military simulator-based training has been used in substantial, expensive systems for over thirty years, first in flight trainers and later in vehicle simulators. Simulator training was limited to such large scale problems and solutions due to the cost of procuring, operating and maintaining these systems. However, with today's technology, simulators can be built for any area of the military, and operated on standard desktop computer systems or game consoles for a wider range of tasks.
In order to demonstrate such training systems' efficacy, we have built an application to train shipboard personnel in basic Damage Control, which is a task every shipboard Sailor must complete. The simulation is very similar to "First Person Shooter" games which are wildly popular with the military's primary demographic. We intend to conduct research using this system to determine its effectiveness in improving performance.
One of the most intriguing parts of this research is that this trainer was built with an open source game engine created in house. By using an open source engine, we have saved the licensing fees charged by large game companies, which normally run between $500,000 and $1,000,000. Additionally, this open source engine removes the legacy stovepipe that stunts the use of so many current training systems. This not only greatly reduces the initial cost, but significantly reduces the cost of follow-on because the application is not tied to a certain vender who is able to charge exorbitant rates.