Using Virtual Battlespace Classroom Gaming Simulations in the Classroom: Searching for IEDs in Class

Title

Using Virtual Battlespace Classroom Gaming Simulations in the Classroom: Searching for IEDs in Class

Files

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Contributing USMA Research Unit(s)

Behavioral Sciences and Leadership

Publication Date

5-2021

Publisher

Routledge

Document Type

Book Chapter

Description

Experiential learning is a cyclical, transformative process that involves four components. The learner has concrete experiences, reflects on those experiences, forms new abstractions, and then draws conclusions that can be tested in new situations. The process is continual, and each successive experience can be used to propel new abstractions, in particular when there is previous experience with course content. Advanced General Psychology for Leaders is a core course taken in cadets’ first year of education; it is an advanced course specifically designed for students who have completed prior coursework in psychology, at either the high school or college level. The military has one of the longest histories of using simulations to facilitate learning. The unique missions designed for this exercise are high fidelity, low-threat, and low-cost experiences that expose them to militarily-relevant scenarios where they can see the psychology concepts and theories they learn about in action. Cadets complete three missions in small teams at the simulation center.

Keywords

leadership, general psychology, psychology for leaders, West Point, USMA, United States Military Academy, teaching, learning, undergraduate education, simulation, virtual battlespace, gaming

Volume

Chapter 20

Comments

Chapter 20, 6 pages

Using Virtual Battlespace Classroom Gaming Simulations in the Classroom: Searching for IEDs in Class

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