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dc.contributor.authorDaniel J. Finkenstadt, Erik Helzer-
dc.contributor.authorIan Larsson, Matthew K. Marshall-
dc.contributor.authorLee M. Whitworth-
dc.identifier.citationPublished--Unlimited Distributionen_US
dc.descriptionExcerpt from the Proceedings of the Nineteenth Annual Acquisition Research Symposiumen_US
dc.description.abstractLeveraging research conducted as part of an Acquisition Research Program sponsored thesis, this paper expands upon an essay written by our research team (submitted to USNI), in which we argue that gamified learning (building games to promote learning of traditional material) presents a unique opportunity for enhancing education and training within the defense workforce. We provide an in-depth explanation of what gamification is and why it might be particularly useful for enhancing learning in non-traditional defense contexts, using defense acquisition as a test case. We present initial evidence from our empirical research to highlight the opportunities and challenges for advancing military education into the present age through gamified learning methods. Finally, we outline future directions for research in gamification for defense applications, bringing attention to the need for collaboration across the defense-focused entities exploring the potential for gaming in future defense education and training.en_US
dc.description.sponsorshipAcquisition Research Programen_US
dc.publisherAcquisition Research Programen_US
dc.relation.ispartofseriesAcquisition Management;SYM-AM-22-031-
dc.subjectDefense Acquisitionen_US
dc.subjecteducation and trainingen_US
dc.subjectCommunications (JCA-FA-ENKES)en_US
dc.subjectNational Securityen_US
dc.titleGamification in Defense Acquisition Training and Educationen_US
dc.typeTechnical Reporten_US
Appears in Collections:Annual Acquisition Research Symposium Proceedings & Presentations

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