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2022 » Papers » Volume 1 » THE ROLE OF E-LEARNING TECHNOLOGIES IN THE WAR GAME 1. THE ROLE OF E-LEARNING TECHNOLOGIES IN THE WAR GAME Authors: Scipanov Lucian Valeriu Volume 1 | DOI: 10.12753/2066-026X-22-015 | Pages: 125-131 | Download PDF | Abstract
The article underlines some possible models for analyzing scenarios by using War Games in order to identify the role of specific technologies, which can help identify response solutions regarding decision-making, by using particular methods, specific to the military field.
The article maintains the line of the educational field mainly, in order to later offer the possibility of transferring these experiences to the applicability in military actions.
Given that the War Game is an individual phase of the military planning process, in terms of role and place, one can foreshadow that it is a critical event in this process. As a result, the mainstay of this article is the War Game in the planning and decision-making military art process. It develops a detailed image, visualization, and understanding of the conduct of military action. Using a procedure with precise rules and criteria, the War Game is based on doctrinal concepts, and logical reasoning, but especially on the experience of the participants.
The purposes of War Gaming can be to improve planning and decision-making in real situations, to educate and train operators for better decisions, and for learning in simulated situations. Combining War Gaming and simulation analysis can support the learning of operators in viable and informed decision-making.
We consider that this approach opens the way for the development of some analysis models starting from the War Game characteristics identified and proposed. Also, in this article, it will be found a structured typology of War Games, which will be a doctrinal direction to be used in a version of a national handbook for War Games. | Keywords
eLearning; computer-assisted, War Game, wargaming |
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