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2003 IMTA Proceedings - International Military Testing Association

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144<br />

variable may be stated in terms of training depth and breadth. That is, those participants who<br />

receive a double exposure to training on their own set of assets are receiving deep but narrow<br />

training. They should be turned into fairly good "experts," with confidence in their<br />

understanding of their own role in finding the missing SCUD launchers, but with little or no<br />

understanding of the contribution that could be made by their partners. On the other hand, those<br />

participants who receive training on both their own assets and those of their partners may be said<br />

to receive broad but shallow training. They may have some understanding of how they and their<br />

partners can work together toward successfully finding the launchers, but they may not be very<br />

confident in their ability to apply any of the specific knowledge they were taught. We are<br />

asking: Which type of training, deep but narrow (DbN) or broad but shallow (BbS) leads to<br />

better performance?<br />

Two other independent variables were automatically included in the experiment by the<br />

nature of the task. The first is position, whether a participant was assigned the "ground<br />

controller" position, in charge of the information gathering assets that are "on the ground" (a<br />

single spy, a team of Navy Seals, a Joint Special Operations team, and a communications<br />

analysis unit), or the "air controller" position, in charge of the gathering assets that are "airborne"<br />

(a reconnaissance satellite, a manned aircraft, and an unoccupied aerial vehicle). The second is<br />

the sequence of turns in the two games all participants played, a variable that may be thought of<br />

as representing increasing on-the-job experience. Our experimental questions are, therefore, how<br />

the first two variables, training and position, affect game performance across the five turns of the<br />

two games, separately and in interaction.<br />

Method<br />

Participants. This experiment employed undergraduate students at a large university in Virginia.<br />

A total of 52 students received course credit for two hours of participation, for which they were<br />

scheduled as 26 pairs.<br />

Instruments. In addition to an Informed Consent form and various questionnaires used in other<br />

aspects of this research, the following measurement instruments were used in the course of this<br />

experiment: 1) The asset quizzes on the knowledge the participants acquired during training<br />

prior to playing the game, and 2) The SCUDHunt game, itself, described below:<br />

The SCUDHunt game presents players with the mission of determining where – on a<br />

five-by-five board representing the map of a hostile country – the launchers for SCUD missiles<br />

are located. The players are told that there are three such launchers, each in a different fixed<br />

location on one square among the 25 squares on the board. On each of five turns, the players<br />

deploy intelligence-gathering assets (for example, a reconnaissance satellite or a team of Navy<br />

Seals), receive reports from those assets, and create a “strike plan” (to be sent to their fictional<br />

commander) indicating their best guess at that point as to the launcher locations. They are told<br />

that only the final strike plan – after the fifth turn – will actually be used by their commander to<br />

direct an attack on the launchers, and they are given the results of this final strike plan in terms of<br />

which bombed location held a now-destroyed launcher. This game is a representation of the kind<br />

45 th Annual Conference of the <strong>International</strong> <strong>Military</strong> <strong>Testing</strong> <strong>Association</strong><br />

Pensacola, Florida, 3-6 November <strong>2003</strong>

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