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2003 IMTA Proceedings - International Military Testing Association

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of situation in which Soldiers would use digital systems to execute tasks requiring collaboration.<br />

The primary measures generated as the game is played are 1) the number of launcher that would<br />

have been hit by each strike plan submitted and 2) the degree to which the two players on a team<br />

chose to include the same grid squares in their independent strike plans. Only the first of these<br />

will be discussed here.<br />

Design. The primary independent variable for this experiment (ALL versus OWN) involved<br />

training on the characteristic of the information-gathering assets used in the SCUDHunt game.<br />

All participants received, as their first training module, an explanation of the characteristics of<br />

the assets they would be controlling. Half of the pairs (the OWN condition) received a second<br />

exposure to the same asset training; the other half (the ALL condition) received training in which<br />

each participant learned the characteristics of the assets to be controlled by that participant's<br />

partner. A secondary independent variable is the position to which participants were randomly<br />

assigned, either "air" or "ground" controller. This position determined the particular set of<br />

information gathering assets that were under the participant's control. The main dependent<br />

variables in this experiment are 1) each participant's performance on the asset-knowledge quizzes<br />

administered after each asset training module, 2) success at playing the SCUDHunt game, as<br />

measured by the number of missile launcher locations correctly identified in a strike plan.<br />

Procedure. Upon arrival at the laboratory, participants completed a preliminary questionnaire on<br />

their experience with computers and computer games. The experimenter then explained that the<br />

experiment would involve the participants playing such a computer game with a partner in<br />

another room. First, they would watch a training video giving an overview on how the game is<br />

played and explaining the concept of information-gathering "assets." They would then see a<br />

video providing details on their assets, after which they would be asked a few questions about<br />

what they had just learned.<br />

Several computer-based training modules were then presented on 1) the overall aspects of<br />

playing the SCUDHunt game and 2) the characteristics of the information-gathering assets used<br />

in playing the game. Participants took paper and pencil quizzes on the material just presented<br />

following each training module. Immediately after this training, the pair played a one-turn<br />

practice game, to insure that the mechanics of playing the game were understood. After the<br />

experimenters answered any question the participants might have, the pair played two complete<br />

five-turn games of SCUDHunt. During these games, data were automatically collected on 1) the<br />

messages participants sent to each other, 2) the degree to which grid squares chosen as targets in<br />

the "strike plans" (submitted at the end of each turn) were identical for the two members of the<br />

pair, and 3) the number of those chosen target squares that actually contained missile launchers.<br />

Results and Discussion<br />

The primary results are presented in Figures 1 and 2. Figure 1 depicts results for those<br />

participants in the "air controller" position; it presents, for them, the main measure of success at<br />

playing the SCUDHunt game – the number of SCUD launchers positions correctly identified –<br />

on each of the five turns of both games played. Figure 2 presents the same data from the<br />

145<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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