An embedded training (ET) system leverages an operational platform to provide a learner with point-of-need training. Traditional learning methods need to meet today’s fast-paced learning environments and keep up with ever-changing, real-time information flows. This study examines ET modules for a tank; training materials development explored designs that go beyond instructional slides, handouts, and videos. The ET module types include immersive 3D simulations, synchronized voice instructional trainings (SVITs), and tour guides (i.e., automated click-throughs), giving the learner variations of training information to learn at their own pace and given the time available to train. This research effort examines the feasibility of the ET modules to instruct nine soldiers (three, three-person crews; each crew containing a driver, gunner, and commander) operating a tank simulator to complete a set of tasks. The ET tasks were driving, threat identification, and route planning. Each crew completed a pre-test questionnaire, then operated the simulated tank while interacting with ET training modules, and then answered a post-test questionnaire. Keystrokes and button presses comprised the performance data collected during training. The soldiers also provided usability feedback on the ET system through a questionnaire. Anticipated data analysis includes trends in user feedback, a comparison of pre- and post-test responses; and descriptive statistics (as means, standard deviations, and outliers) for the performance data. The findings will explain the ET’s feasibility, offer high-level performance results, and provide insights into user perceptions. Recommendations will consider the ET’s strengths, challenges, and areas for improvement. Future ET applications will focus on working digital-instruction creation and design, electronically available instruction for brief or classroom style learning, courses, and simulation training library build-outs.
Keywords
MILITARY LEARNING, PERFORMANCE
Additional Keywords
Embedded Training, Feasibility, Usability