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2003 IMTA Proceedings - International Military Testing Association

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healthcare domains are still plagued by inconsistent terminology and definitions for important<br />

team competencies, and have made substantially less progress in measuring team competencies<br />

during training. In the next section, we identify recent advances in training strategies that have<br />

the potential to improve team training effectiveness in other high-risk industries.<br />

TRAINING STRATEGIES<br />

The military has led the way in developing effective strategies for training team<br />

competencies. The watershed for much of this research was the accidental shoot down of an<br />

Iranian Airbus by the USS Vincennes in the Persian Gulf in 1988. In response to the incident,<br />

the Navy began a multi-year, multi-million dollar research program to identify effective team<br />

training interventions. The program, called Tactical Decision Making Under Stress (TADMUS),<br />

began in 1990 and led to numerous breakthroughs in the science and practice of team training,<br />

such as the development of cross-training, mental model training, and team self-correction<br />

training. Following the Navy’s lead, the U.S. Air Force and U.S. Army also supported applied<br />

research into team training during the 1990s. Both programs led to improved team training in<br />

these two branches of the military (cf. Spiker, Silverman, Tourville, & Nullmeyer, 1998). In the<br />

sections that follow, we describe some of the accomplishments in team training that have the<br />

greatest potential for application in other high-risk industries.<br />

Simulator-Based Training<br />

Simulators have been used widely to train teams in the military, aviation, and most<br />

recently, healthcare. Simulator-based training is based on the logic that the fidelity of the<br />

training environment is essential to ensure the transfer of trained skills. Training-environment<br />

fidelity is comprised of stimulus fidelity (i.e., trainees experience the same “behavioral trigger”<br />

that they will experience on the job); response fidelity (i.e., trainees perform the same behaviors<br />

that they will perform on the job); and equipment fidelity (i.e., trainees use the same materials<br />

and equipment that they will use on the job) (Salas et al., 1992).<br />

Even though there have been tremendous advances in the extent to which simulations can<br />

reproduce realistic conditions of a team’s environment, military research has demonstrated that a<br />

realistic simulation by itself is not a panacea for ensuring effective team training. Other factors,<br />

in particular the design of the training, are equally if not more important than simulator fidelity.<br />

For example, Oser and colleagues define scenario-based training is a systematic process of<br />

linking all aspects of scenario design, development, implementation, and analysis (Oser,<br />

Cannon-Bowers, Salas, & Dwyer, 1999). Scenario-based training involves a six-step process:<br />

(1) reviewing skill inventories and/or historical performance data; (2) developing learning<br />

objectives and competencies; (3) selecting scenario events; (4) identifying performance measures<br />

and standards; (5) diagnosing performance strengths and weaknesses; and (6) delivering<br />

feedback to the trainees. Scenario-based training differs from traditional classroom training in<br />

that a scenario or exercise serves as the curriculum with the overall goal of providing specific<br />

opportunities for trainees to develop critical competencies through practice and feedback.<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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