<div class="description">
<p>Early in their career, submarine officers must develop and maintain many skills to qualify as periscope operators. This critical position comprises complex tasks, requiring precise steps, accurate mental calculations, and celerity of actions and thoughts, while obeying specific rules to ensure the safety of the submarine and its crew. Currently, gaps in training exist between the professional courses a submarine officer attends over a career to learn and practice these skills. Following an instructional system design process, this thesis developed a 3D, game-based periscope tactical training prototype. This part-task training solution can provide feedback on predetermined performance measures, either automated, real-time, or post-hoc. The second part of this thesis used the prototype environment to investigate the impact of feedback type on performance. Results indicated that participants receiving real-time feedback had significantly better performance than those who received post-hoc feedback during an initial trial. Performance for both groups significantly improved for subsequent trials; by the third trial, however, significant differences were not observed for feedback type. Additionally, results of an exploratory analysis showed feedback type affected performance by age, time in service, and gaming experience. Results of this thesis support the use of game-based simulation as training tools and that feedback type could be tailored to individuals based on factors such as age and experience to optimize training outcomes.
</p>
<br>Subjects: training simulations; game-based training system; periscope simulator; submarines; training; part-task training; Brazilian Navy; Unity; feedback</div>
<div class="fn value">
Vieira, Rodrigo da Silva</div>
Internet Archive identifier