Despite tremendous growth in computer-based games, interactive TableTop Role Playing Games (TTRPGs) continue to have a robust user base. TTRPGs are effective in developing decision making and teamwork, and military and emergency management personnel routinely train with them. To expand trainee access to learning these skills the authors developed a novel crisis-management game that employed a hybrid of a TTRPG with live-action role playing (LARP) elements using the familiar Zombie antagonist narrative, and then conducted the game with participants as an I/ITSEC 2023 workshop. In this paper, we describe a tested measurement method, aligned to an event based dynamic scenario, used to observe expected behaviors during gameplay and consider those behaviors in relation to in-stride and post surveys administered to determine collective efficacy of participant attitudes. Creating measurement opportunities by embedding triggers within events allows for training specific skills and observing expected behaviors (Dwyer et al., 1995; Hall et al., 1993). Despite some logistical issues, the results indicated the approach contributed to recognition of behaviors within key events and assessment of participants and their interactions, allowing for greater exercise control, and to an AAR providing time for team reflection and self-correction. The Generalized Intelligent Framework for Tutoring system enabled participants to quickly input survey responses. Overall, respondents felt elevated levels of team cohesion and efficacy before and after gameplay. Recommendations for future workshops include expanding assessment of teamwork behaviors and using automated tracking solutions (e.g., sociometric badges) to improve understanding dynamic behavioral processes used by participants, teams, and emergent leaders.
Keywords
AFTER ACTION REVIEW (AAR);ASSESSMENT;METRICS;SCENARIOS;TEAM TRAINING
Additional Keywords
TableTop Role Playing Games, Live Action Role Playing,