The use of gaming technology for soft skills acquisition has been the subject of a serious debate over the last decade. The potential benefits of using game-based instruction for teaching leadership skills have been repeatedly highlighted in the literature based on the extensive track record of successfully implemented game-based training solutions for teaching these skills within the business education settings. Although the movement towards using games for teaching soft skills within the military setting has been relatively cautious, the need to provide the modern Navy with the most effective training opportunities continues to drive research and innovation in this area. Prior to the current effort, the Center for Naval Leadership laid a solid research foundation by conducting a feasibility study on the uses of instructional simulations and games for critical thinking and leadership skills acquisition.
This project utilizes a critical thinking process methodology, known as CASE, which is based on a series of cognitive stages ranging from collecting information and assessing a situation to selecting a decision and evaluating and monitoring its respective outcomes. In conjunction with the theoretical foundations by J. Freeman and M. Cohen, the Novonics TTL team leveraged existing research conducted in support of the Navy Tactical Decision Making Under Stress (TADMUS) program.
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