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Technophiles to Newbies: The Challenge of Supporting Distributed Teams to Maintain Engagement in Virtual Worlds
[摘要] The purpose of this paper is to look for links in a virtual trainee's interest and self-efficacy in a simulated event as it relates to their previous self-reported technical skill level. Ultimately, the idea would be to provide the right amount of support at the right place at the right time to set the conditions for maximum transfer of the skill sets to the work place. An anecdotal recap of a recent experiment of a medium-scale training event produced in a virtual world will provide examples for discussion. In July 2010, a virtual training event was produced for the Air Force Research Lab's Games for Team Training (GaMeTT) at the Patriot Exercise at Volk Field in Wisconsin. There were 29 EMEDS participants who completed the simulated OCO event using the OLIVE gaming engine. Approximately 25 avatars were present at any given time; including role players, observers, coordinators and participants.
[发布日期] 2011-03-01 [发布机构] 
[效力级别]  [学科分类] 数学(综合)
[关键词]  [时效性] 
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