PsycEXTRA Dataset 2011
DOI: 10.1037/e578902012-333
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Developing an Effective Combat Identification Training

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Cited by 3 publications
(7 citation statements)
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“…Widely available technology makes it increasingly feasible to move training into the realm of video and virtual reality training. It seems likely that visually rich, interactive training materials will soon be routinely presented on mobile computing devices (see Keebler, et al, 2011). The current study suggests that using active training strategies such as that used in the response condition can improve identification performance.…”
Section: Discussionmentioning
confidence: 80%
“…Widely available technology makes it increasingly feasible to move training into the realm of video and virtual reality training. It seems likely that visually rich, interactive training materials will soon be routinely presented on mobile computing devices (see Keebler, et al, 2011). The current study suggests that using active training strategies such as that used in the response condition can improve identification performance.…”
Section: Discussionmentioning
confidence: 80%
“…Training Technologies for CID Keebler et al (2011) discussed a set of potential training technologies that could be used to enhance individual levels of performance in CID tasks, including military issued graphic training aids, 1:35 th scale die cast models, stereoscopic 3D simulations, first-person shooter simulations, augmented reality, and pictures embedded in game-like environments. One of the earliest effects found in this research was that training media transfers well to itself, but not to other media.…”
Section: Best Practices For Effectively Training Cidmentioning
confidence: 99%
“…Research involving individual difference factors has focused heavily on measuring spatial abilities, visual working memory, and other aspects of cognition to address potential individual differences that could predict learning effectiveness (Keebler, 2011). Although some of these factors contributed a clearer prediction of learning outcomes (i.e., spatial visualization), most were almost consistently overshadowed by the learning condition (i.e., training media or environment).…”
Section: Video Game Experiencementioning
confidence: 99%
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