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“Playing Doom”: A Design Case in Self-Defense Training

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We report a design case in the context of self-defense training, that was designed by participants of a coach development course for violence prevention coaches for emergency services. The game was designed to foster skill development with regards to the defense against knife attacks in the context of self-defense. Following pedagogical principles of representative learning design, this game gives an idea of how self-defense skills could be developed in a game-like and student-centered environment.
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“PLAYING DOOM”: A DESIGN CASE IN SELF-DEFENSE TRAINING
Mario S. Staller, Valentina Heil, Rüdiger Koch, & Swen Körner
University of Applied Sciences of Police and Public Administration North Rhine–Westphalia;
2Institute for Professional Conict Management; 3Federal Police, Germany; German Sport University–Cologne
We report a design case in the context of self-defense
training, that was designed by participants of a coach
development course for violence prevention coaches for
emergency services. The game was designed to foster skill
development with regards to the defense against knife
attacks in the context of self-defense. Following pedagogical
principles of representative learning design, this game gives
an idea of how self-defense skills could be developed in a
game-like and student-centered environment.
Mario S. Staller is a professor at the University of Applied Sciences
of Police and Public Administration North-Rhine Westphalia. His
research focuses on optimal learning environments in training
settings regarding interpersonal verbal and (un-) armed conflict.
Valentina Heil is a researcher at the Institute for Professional
Conflict Management in Langen, Germany. Her research interests
include the conception of reality of violent encounters and tactical
decision making.
Rüdiger Koch is a police use of force coach at a German Police
Force. His research interests include the pedagogy of police use of
force and self-defense training.
Swen Körner is a professor at the German Sport University Cologne
heading the Department for Training Pedagogy and Martial
Research.
INTRODUCTION
Through the lens of participatory issues, learning in the
context of self-defense is a two-edged sword. While civilians
may choose voluntarily to participate in personal protection
programs (Heil, Staller, & Körner, 2017), law enforcement and
emergency personal are subjected to mandatory trainings
(Di Nota & Huhta, 2019; Rajakaruna, Henry, Cutler, & Fairman,
2017). Current research suggests that especially training in
the area of physical confrontations does not transfer well
into the real world (Jager, Klatt, & Bliesener, 2013; Renden,
Nieuwenhuys, Savelsbergh, & Oudejans, 2015). As recently
argued, this may be due to the traditional methodology em-
ployed, focusing more on isolated skill development than on
the application of these skills in variable and representative
learning tasks (Körner & Staller, 2018). Additionally, motiva-
tional deficits arising through this traditional methodology
may account for sometimes observed low engagement and
investment of individuals in such programs (Honess, 2016).
Drawing from suggestions of game design in the context of
self-defense training (Staller, Heil, Klemmer, & Körner, 2017a),
a coach development session of violence prevention coach-
es for emergency serviced was built around the principles
of good game design and the opportunities for making
mandatory self-defense training more fun and meaningful,
thus promoting engagement, while equally ensuring skill de-
velopment through representative learning design (Pinder,
Davids, Renshaw, & Araújo, 2011). In the current paper, we
report a design case for a game of self-defense developed by
the participants of that coach development course.
THE CONTEXT OF THE DESIGN CASE
The coach development course was attended by 16 par-
ticipants, who aimed at developing the competencies to
plan and deliver violence prevention workshops within their
departments in the near future. The course was conducted
by three coach developers (MS, VH, RK) and lasted for two
weeks. It took place in a seminar room within a library that
was closed during the duration of the coach development
course. Besides providing the future violence prevention
coaches with the declarative and procedural knowledge of
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https://doi.org/10.14434/ijdl.v11i2.24108
2020 | Volume 11, Issue 2 | Pages 9-16
IJDL | 2020 | Volume 11, Issue 2 | Pages 9-16 10
conducting efficient training programs, the recurrent issue
of a lack of motivation in former mandatory training settings
was frequently brought up by participants of the program.
Drawing from the literature of good game design (Pallesen,
2013; Schell, 2008) discussions revolved around how to
account for representative task design in order to ensure skill
transfer while simultaneously bolster motivation through the
use of game design elements, specifically the use of a story,
aesthetics and game mechanics.
At the end of the coach development course, coaches had
to design and conduct a training session about a chosen
topic in order to be licensed as a violence prevention coach.
A group of four coaches chose the topic of “coping with
knife attacks“ for their final coaching test. The participants
of the training session, with a total of 45 minutes, were the
other participants (n = 12) of the course. The training session
comprised of a small targeted warm-up with subsequent
representative partner interactions on a 1:1 basis with a focus
on adaptive behavior against knife attacks. This training sec-
tion took place in a cleared area (no obstacles, etc.) next to
the library. After 25 minutes, the participants were presented
with the final task, a self-defense-game called “Doom“.
A GAME OF SELF-DEFENSE
The self-defense game “Doom” had a similar narrative as the
1993 classic computer game from ID Software: In a research
facility, a portal to hell has been accidentally opened, so
that demons invaded the facility. The players had to escape
from the facility through the main exit, which requires to
find and use two different key cards. These key cards have
to be found by the players, while simultaneously avoiding
and fighting against attacking demons on the facility, while
demons continuously patrol the premises. After retrieving
the two key cards, participants were able to open the main
gate and escape the research facility. Before the key cards
could be inserted, the key card slots had to be powered up
by the energy wrist bands the player were wearing from the
beginning of the game.
The Creation of “Doom“
The design team chose “Doom“ as the template for the
self-defense game for two reasons: First, discussions in
the coffee breaks regularly revolved around pop cultural
media such as movies and games throughout the coach
developing course. As such, the designing team knew that
participants of their game would acknowledge references
to popular culture within their training session and that
the game centered learning environment would relate to
participants’ real-life experience.
Second, the coach development course heavily focused
on designing learning environments that (a) allow for high
amounts of representatively designed self-defense inter-
actions between the learner and his/her environment, (b)
include direct and immediate feedback, (c) allow for different
difficulty levels and (d) that are engaging. Concerning rep-
resentatively designed interactions, the recently postulated
partner interaction paradigm (Staller & Körner, 2018; Staller,
Körner, & Heil, 2019a) provided the rules of engagement with
regards to the interactions. Within this framework, the person
in the center of the learning process is termed „player“ being
responsible for the health and safety of their counterparts
(the „simulators“), while acting as close to the behavior in the
field as possible. The simulator is responsible for providing
high amounts of representative interactions that include
the information variables that are likely to be encountered
in the field while providing feedback with his/her behavior
depending on the actions of the player. Within the coach
development course, the first author (MS) referred to “Doom”
as a good example of a video game with high amounts of in-
teractions with direct and immediate feedback for the player
through which video games lear adaptive gaming behavior
in an engaging way (Staller et al., 2017a). The designing team
took this example literally by actually creating a Doom game
for the context of self-defense practice.
The design decisions were based around four intertwined
aspects of good game design: a story, aesthetics, game
mechanics and technology (Schell, 2008). The story and the
aesthetics were taken from the classic Doom game, which
lead to cheering and laughter of the participants when
they were introduced to the game. The technology mainly
focused on interactions between simulators and players in
order to allow for functional skills to developed. This was in-
tended to be achieved by incorporating well-designed game
mechanics, which will be explained in the next session.
The Game Mechanics
The Playing Area
The game took place in a library with small corridors and lots
of shelves that was located next to the cleared training area
that was used before in the training session. Players had to
move tactically around the corners of the shelves in order to
not get surprised by a demon. The main exit was indicated
with a white curtain and two key card slots (see Figure 1).
The playing area, with its narrow aisles and lots of corners,
constrained behavior of the players in a way that they have
to carefully enter new areas of the playing area by slicing
corners and displaying other forms of adaptable behavior,
in order to not get surprised by a demon. Without a direct
focus of this tactical aspect within the training session, the
designing team incorporated this design aspect intentionally
into the game, since tactical behavior has been considered
as an important characteristic of expert self-defense perfor-
mance (Staller, Abraham, Poolton, & Körner, 2018).
Furthermore, the game designers switched off the lights
in the library area partially, so that some areas were darker
than others. Finally, loud rock music was playing during
IJDL | 2020 | Volume 11, Issue 2 | Pages 9-16 11
the game. Both features (darkness and loudness) were
intentionally built into the game to (a) make it harder for the
player to track and locate the demons and (b) to incorporate
characteristically features of real-world conflict situations
into the game (Staller, Körner, Heil, & Kecke, 2019b). As such,
surprise attacks of demons occurred quite often, compli-
menting results of research identifying surprise as one of the
key features in hand-to-hand combat situations (Jensen &
Wrisberg, 2014).
The Demons
The simulators within the game were “the demons“ that
were played by three of the four coaches. Since the learning
goal of the self-defense session was to defend knife attacks,
the demons were armed with training knives made of wood
(see Figure 2). In previous training sessions, participants and
coaches have learned to train representatively while taking
care of the health and safety of the partner (Staller, Zaiser, &
Körner, 2017b). While the demons tried to stab the players
with the wooden knives, the players were only allowed
to mark their punches and kicks on the demons for safety
reasons. In the coach development sessions, all participants
of the course learned about the concept of extrapolation
within partner interaction. This refers to the ability of the
simulator to extrapolate from the marked attack and react as
if this attack would have been hit. As such, the demons (as
simulators) were able to react interactively to the actions of
the players depending on how hard the players marked their
attacks and to what area they aimed for (e.g., head, body). If
the player marked enough counter-attacks on the demon,
he fell to the ground indicating that the player has won this
encounter (see Figure 2). The demons “resurrected” after five
seconds by standing up again and continuing attacking
the other players, who were looking for the key cards. This
allowed the player to consider the current problem as solved
while ensuring future interactions to be possible with the
demon. The attacking behavior of the demons progressed
throughout the game in order to provide players with new
challenges and variability in order to trigger the adaptation
of their behavior. While initially, the demons moved slowly
FIGURE 1. The main exit of the game with a key card slot to the left and to the right. In front, a player (left) is fighting against an
attacking demon (right).
IJDL | 2020 | Volume 11, Issue 2 | Pages 9-16 12
towards the players, demons became faster every two
minutes of the gameplay.
The Players
Twelve players, which were the participants of the training
session, had the assignment to find the key cards in the
library while avoiding and defending attacks by the demons
(see Video 1).
Each player wore an energy wrist band, which indicated his/
her energy level.
The Rules
The rules of the game were as follows:
The players had to exit the facility by using two key cards,
which have to be found.
Each player had to wear an energy wrist band and keep
it till the end. Energy wrist bands were used to power up
the key card slots for opening the exit gate at the end.
If a demon hit the player with the knife, the player lost
his/her wristband. Health could be restored by per-
forming attacks on a pad in the “health restore area” (see
beginning of Video 2). After 20 seconds of aggressive
attacks, the player’s health was restored and he/she was
given the energy wrist band back.
The design element of the energy wrist band allowed for
two aspects: First, players received immediate and direct
feedback (by losing their energy wrist band), when they
could not defend an attack. And second, besides represen-
tative partner interactions, the player had an opportunity
of practicing their striking and hitting skills as well as their
explosive aggression as a second task throughout the game.
Overwatch
One coach of the design team was in charge of the game as
a whole. He took the time, made sure that demons moved
in the defined speed, made sure that players ran to the
pad area when losing their wrist band, and made sure that
they returned after 20 seconds working on the pad. Also,
this coach reacted to more passive players by directing the
demons towards them. The three coach developers (MS,
RK, VH) were allowed to walk through the library but were
marked with yellow vests, so they could be easily identified
as being not part of the game. MS shot photos and recorded
video footage that is presented within this article.
Game Progression
The design team incorporated several features that made
sure that (a) each player had many opportunities to interact
with the demons (and as such practice their self-defense be-
havior), (b) the difficulty of the game was adapted according
VIDEO 1. Frame taken from a video clip depicting the players searching the facility for key cards while avoiding and defending demons.
Note: This video contains potentially triggering content which includes simulations of physical violence. The video clip is
archived and accessible at: https://purl.dlib.indiana.edu/iudl/media/c08h445f54
IJDL | 2020 | Volume 11, Issue 2 | Pages 9-16 13
to the self-defense skills of the players. First, the designing
team only hid one key card in the library. The players did not
know that fact, as such continuing looking for the second
key card and thus providing continuous opportunities to
encounter demons and to move tactically aware between
the shelves. The second key card was hidden by the game
designers ten minutes after the game started, in order to
allow for enough training time and numerous interactions
between demons and players. As such, the players did not
have the possibility to finish the game earlier and spent the
planned training time with the three main activities of (a)
moving tactically between the bookshelves, (b) defending
knife attacks, and (c) practicing hard and aggressive attacks
on the pad. The time limit was not known by the players,
since otherwise, the players may have displayed reduced
motivation to move within the facility if they knew that their
efforts were in vain at this stage. After the players retrieved
the two key cards and every player wore an energy wrist
band, the exit gate could be opened (see end of Video 2).
REFLECTIONS ON THE GAME
After reflecting on the game after its completion, we noted
several issues . First, the game felt loud, noisy and very
chaotic from the perspective within the game. This provided
the players with a challenge in completing their assign-
ments. However, the game designers (overwatch and the
three demons) seemed to have everything under control,
while players struggled with the unfolding chaos within the
playing area. Players were regularly surprised by demons,
screamed while defending themselves and were immedi-
ately confronted with the next problem, e.g., discriminating
friend from foe when turning around or looking for the best
route to get away from the demon. From a skill development
perspective, the chaotic nature of the game provided players
with a key characteristic of real-world conflict situations
(Körner & Staller, 2019), allowing them to practice and to
attuned the needed skills for such situations.
The second issue is related to the first one: Players displayed
adaptive behavior throughout the game. It seems that the
demands posed by the game, lead to (a) the adaptation of
already learned skills and (b) to the emergence of sometimes
new behaviors that were not trained before. For example,
some players, when caught off-guard by the demons, had to
cope with new attacking angles, yet succeeded in applying
the principles that were taught to them. Other players
demonstrated new behaviors, like using books to fend off an
attacking demon. Adaptability has been identified as a key
skill in real-world conflict situations (Boulton & Cole, 2016;
Preddy, Stefaniak, & Katsioloudis, 2019). Hence, the game
offered opportunities for practicing an important conflict
management skill.
Third, the players had fun playing the game and were clearly
engaged in the game. Players searched the bookshelves
VIDEO 2. Frame taken from a video clip depicting a player restoring her health by performing aggressive attacks on a pad. Note: This
video contains potentially triggering content which includes simulations of physical violence. The video clip is archived and
accessible at: https://purl.dlib.indiana.edu/iudl/media/950495111m
IJDL | 2020 | Volume 11, Issue 2 | Pages 9-16 14
in detail for the missing keys and really put the effort in to
complete the tasks. Besides the observed tension, when
clearing corners or defending an incoming demon, the
player laughed a lot. They enjoyed the little details the
game designers brought into the game (e.g., masks, key
cards, energy wrist bands, etc.). With each new detail players
discovered within the playing area, short moments of
laughter and enjoyment could be observed. Also, after the
players completed the game, they laughed in relief and
talked a lot about this great experience of the game. From
a motivational perspective, having positive experiences in
training settings promotes subsequent attendance in similar
training (Salas, Tannenbaum, Kraiger, & Smith-Jentsch, 2012;
Sitzmann, Brown, Ely, Kraiger, & Wisher, 2009). As such, the
game contributed to the motivation for further attendance
in similar settings within the participants. This was evidenced
a year later when the coaches showed up for a continuous
professional coach development session and still talked
about the game, that was played a year before.
Forth, we reflected on the quality of the observed player-de-
mon interactions within the game. While interactions gener-
ally had the quality we aimed for (e.g., representative attacks
by the demons, representative defenses of the players), some
interactions lacked quality. This was the case when players
only defended the knife attack without counter-attacking.
In such cases, demons often just stopped attacking and
turned to another player. However, from a skill development
perspective, it would be preferable, when the demons would
stick with the player and keep attacking, in order to provide
the necessary cues, from an ongoing knife-attack, which is
likely more close to real world dynamics of violence. Hence,
the game would increase its effectiveness concerning skill
development, the more representative each interaction is
carried out. As such, they are able to perform representative
interactions is a key prerequisite for playing this game.
Finally, we would like to focus on the specific context the
game takes place. The specific group that attended the
two weeks of coach development were unique insofar,
FIGURE 2. A player (left) has defeated a demon with a knife (right). The demons continuously resurrected after five seconds, thus
posing continuous problems to the players, that searched for the key cards.
IJDL | 2020 | Volume 11, Issue 2 | Pages 9-16 15
that they shared a common enthusiasm for popular culture
in general. While references to movies and games were a
general theme within this course, and coaches discussed the
benefits of good game design, the creation of the Doom as a
self-defense game was the climax of this shared group effort.
The design team enjoyed creating this game as much as the
players that played the game. However, it has to be critically
taken into account that this game was a perfect fit for this
specific group within the specific context of a two-week
coach development course. Since motivations and expecta-
tions of individuals differ, it may be possible that participants
that have other expectations of a violence prevention
workshop or a self-defense training program have to be
treated differently.
CONCLUSION
The presented “Doom” game related to participants’ real-life
experience and provided the players with many motivating
opportunities for performing the self-defense skill in focus (in
the current case: defense against knife attacks) through play-
ing a game. As such the design case provides an idea of how
elements of game design could foster skill development and
behavioral adaptability in the context of self-defense while
keeping representativeness and safety high (Staller et al.,
2017a). In the context of mandatory training like emergency
services, this could be a fruitful avenue for further research
on student-centered design of learning environments.
Future studies have to empirically investigate how learning
and motivation is affected by game design with regards to
conflict management and self-defense.
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... Emerson [4] categorized knifed attacks into three categories: the stab, the slash, and slash and stab, with the latter being most lethal. Training practices specific to knife defense improvements are the 21-Foot Principle [17] and other self-defense training approaches [11,16], focusing on knife self-defense activities and training pedagogy. ...
Article
With over 72,000 offenses between 2010-2020 in the USA, knives were the third most commonly used weapon in all violent crimes between behind personal weapons and handguns. PURPOSE Examine performance of different stab (Thrust and overhead) and slash (Figure 8 and Reverse) knife motions to determine how long it takes to execute each motion. In addition, examine the variability in executing each motion to inform future self-defense strategies. METHODS Twenty subjects (Females, n=4; Males, n=16; Height: 179.96±8.66 cm; Weight: 94.99±22.37 kg; Age: 36.95±10.63 years) who were all active-duty law enforcement officers (LEOs) with 13.52±11.23 years of LEO experience were recruited to participate in the study. Each subject completed two trials of the knife motions while wearing wearable motion sensors (ADPM) and recorded with a high-speed camera (GoPro) while using a training knife (Cold Steel). RESULTS The time to complete the motions were: Thrust, 0.61±0.15 s; Overhead, 0.68±0.14 s; Figure 8, 1.07±0.21 s; and Reverse, 0.62±0.11 s. The Figure 8 motion was significantly slower than the other three motions: F (3, 57) = 101.19, p<0.001, ηp2=0.84. The reliability analysis reported trivial variability and a high level of agreement: Thrust, ICCα=0.701, SEM=0.09 s, CV%=15.02; Overhead, ICCα=0.878, SEM=0.05 s, CV%=6.93; Figure 8, ICCα=0.906, SEM=0.07 s, CV%=6.25, Reverse, ICCα=0.420, SEM=0.10 s, CV%=17.31. DISCUSSION Most LEOs or civilians within striking distance of someone with a knife may not be able to avoid contact from the knife attacks based on the speed knife attacks could occur. CONCLUSION The reference data provides pertinent information to update evidence-based training approaches to knife attack preparation and defense.
... Dem Trainer kommt dabei die Aufgabe zu, entsprechende Settings zu entwerfen (Staller, Heil, Koch & Körner 2020;Körner & Staller, 2017). Die Lernenden sollen dabei durch gezielte Manipulation der Aufgaben, sowie umwelt-und individuumsspezifischer Faktoren in der Trainingsumgebung so handeln können, wie es die Anwendungsumgebung verlangt (Körner, Staller & Kecke, 2020;Pinder, Davids, Renshaw & Araujo, 2011;Körner & Staller, 2021). ...
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Einsatztraining bedient sich traditionell eher linearer Vermittlungsmethoden. Neuere Forschungen und lerntheoretische Modelle (vgl. Staller & Körner, Helmke, Fauth & Leuders) legen nahe, dass dies keineswegs die einzig mögliche und wahrscheinlich in vielen Fällen auch nicht die erfolgversprechendste Herangehensweise ist. Folglich unterliegt das Einsatztraining vielerorts derzeit einem Wandel, der wiederum bei nicht wenigen Einsatztrainern zu Unsicherheiten führt und kontrovers diskutiert wird. Beide Autoren sind in diesen Prozess eingebunden und an ihrem Standort maßgeblich an der Umsetzung pädagogischer Modelle in neue Trainingsformen beteiligt. Über diesen Prozess, seine Wirkungen, Gefahren und Chancen soll anhand praktischer Erfahrung der Autoren berichtet werden. Reflektiert werden sollen neben den Ergebnissen der veränderten Herangehensweise in Form von Kompetenzerwerb seitens der Studierenden auch praktische Erfahrungen mit möglichen Gefahren einer solchen Veränderung. Ferner sollen die Prozesse der Entwicklung neuer Trainingsformen beschrieben und mit vormals üblichen Trainingsformen verglichen werden. Hierbei sollen insbesondere Beispiele aus dem Bereich der Selbstverteidigungs- und Festnahmekompetenzen herangezogen werden, da hier erfahrungsgemäß besonders häufig Zweifel an der Umsetzbarkeit vorgebracht werden.
... Spielen macht Spaß, ist motivierend und fesselnd (McGonigal, 2011;Reeves & Read, 2009;Werbach & Hunter, 2012), befördert Wettbewerb (Reeves & Read, 2009) und hat positive Auswirkungen auf die Teamfähigkeit (Vegt et al., 2014). Darüber hinaus eignet sich Spielen auch zum Ausprobieren von Verhaltensstrategien und kann so als konsequenzverminderte Trainings-und Ausbildungsumgebung dienen (Staller, Heil, et al., 2020). Der spielende Charakter des Menschen zeigt sich unter anderem in den jährlichen Umsatzrekorden der Videospielindustrien (ESA, 2019). ...
Book
Die vorliegende Arbeit fokussiert auf die Möglichkeiten der Gamifizierung in der polizeilichen Hochschullehre. Dabei erschließt die vorliegende Arbeit zuerst in einer analytischen Betrachtung die Möglichkeiten für eine Gamifizierung in der Hochschullehre. In einem weiteren Schritt wird ein Konzept einer narrativ-gamifizierten Lehrveranstaltungsserie im Studienfach Psychologie an einer polizeilichen Hoch- schule empirisch im Rahmen der Aktionsforschungsmethodologie untersucht. Die Ergebnisse zeigen, dass die Lehre generell als positiv und effektiv wahrgenommen wurde – diese Aspekte aber nicht unmittelbar im Zusammenhang mit gamifizierten Elementen der Unterrichtsgestaltung stehen. Positive Synergieeffekte eines gamifizierten Lehransatzes zeigen sich besonders, wenn die Lehrkraft selbst Freude an diesem Ansatz hat. Gamifizierung hat so das Potenzial zu einer positiven und freudvollen Lehratmosphäre beizutragen und ein Erlebnis innerhalb der Lehre zu schaffen. Die vorliegende Arbeit eröffnet an dieser Stelle eine neue Perspektive auf die Vermittlungspraxis psychologischer Lehre im Kontext polizeilicher Hochschulen.
... Training zielt als Lehr-Lern-Setting auf die Vermittlung von Kompetenzen, die im Anwendungskontext stabil abgerufen werden können. Dies trifft für das Training im Sport zu (Seifert, Papet, Strafford, Coughlan & Davids, 2019), ist aber gleichermaßen in außersportlichen Settings wie dem Polizeitraining (Cushion, 2018;, dem behördlichen Gewaltpräventionstraining (Staller, Heil, Koch & Körner, 2020) Vermittlungskompetenz ist auch ein Thema der Trainingspädagogik Der CLA bewegt sich exakt im Schnittpunkt von reflexiver Coachingpraxis und Praxiswissenschaft. Der Mitte der 1990er-Jahre entstandene trainingspädagogische Ansatz versteht sich als "principled approach to skill learning across all sports and in all pedagogical settings" (Renshaw & Chow, 2019, S. 104) und verfolgt das Ziel einer "integration between theory, science and knowledge from high-quality, applied practice in sport" (Renshaw, Davids, Newcombe & Roberts, 2019, S. 2 (Benjamin, 1963, S. 182) (Körner & Staller, 2017a;. ...
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Der Constraints-Led-Approach (CLA) folgt einer auf den ersten Blick paradoxen Idee: Als Coachingansatz begrenzt er das Verhalten von Lernern-für mehr Freiheit im Lernen. Grundannahme des CLA ist, dass menschliches Verhalten bedingt ist durch Einschränkungen (Constraints), die aus der Aufgabe, der Umwelt und dem Individu-um selbst kommen. Je nach Beschaffenheit und Zustand schließen Constraints bestimmte Verhaltens-möglichkeiten ein und andere aus. Zum Beispiel begünstigt die Nahdistanz zwischen zwei Kämpfern nur ganz bestimmte Angriffs-und Verteidigungshandlungen. Aus der Abhängigkeit des Verhaltens von Constraints zieht der CLA die trainings-pädagogische Konsequenz, Lernern durch die gezielte Manipulation aufgaben-, um-welt-und individuumbezogener Faktoren die Entdeckung und Nutzung verhaltens-spezifizierender Informationen zu ermöglichen. Trainer werden zu verantwortungsvoll handelnden Designern. Wie an einem Mischpult gestalten sie repräsentative Lernumgebungen, in denen eine aktive Auseinandersetzung mit den jeweils spezifischen perzeptuellen, motorischen, kognitiven und affektiven Anforderungen der Anwendungsumgebung möglich und gefordert ist. Forschungen weisen darauf hin, dass Lerner im Durchgang begrenzter Freiräume die Fähigkeit zur individuellen Problemlösung entwickeln.
... Dies zum einen in Bezug auf eine Steigerung des Engagements der Lerner*innen -aber eben auch in Bezug auf ein Erlebnis an und für sich. Unsere eigenen Erfahrungen mit gamifizierten Lernumgebungen Staller, 2020bStaller, , 2020cStaller et al., 2017Staller et al., , 2020 zeigen dabei stets das Potential. Ergebnisse einer Untersuchung zu einer narrativ-gamifizierten Lehrveranstaltungsserie (Staller, 2020b(Staller, , 2020c ...
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Der vorliegende Beitrag fokussiert auf die Möglichkeiten der Gamifizierung in der polizeilichen Hochschullehre. Ausgehend von empirischen Befunden zu Gamifizierung werden Gemeinsamkeiten zwischen Lehrkräften und Game Designer*innen dargestellt und mögliche Synergien identifiziert. Unsere Überlegungen synthetisieren wir in ein Gamifizierungsframework, welches als Planungs- und Reflexionsmodell Lehrkräften bei einem möglichen Einsatz gamifizierter Lehre unterstützen kann.
Chapter
Kontingenz bedeutet, dass etwas so ist, wie es ist, aber auch anders sein könnte. In Bezug auf die Wissenschaft bezieht sich Kontingenz auf die grundlegende Beziehung zwischen Forschung und Forschungsgegenstand. Wissenschaft macht sichtbar, was die gewählten Theorien und Methoden sichtbar machen können. Wechseln wir die Instrumente der Forschung, ändert sich auch der Gegenstand. Im vorliegenden Artikel thematisieren wir die erkenntnistheoretische Verschränkung von Forschung und Gegenstand am Beispiel eines unserer eigenen aktuellen Forschungsprojekte. Im Hinblick auf eine empirische Studie zu trainingspädagogischen Aspekten und hier besonders des Ansatzes des Constraints-Led-Approach (CLA) im polizeilichen Selbstverteidigungstrainings werfen wir einen reflexiven Blick auf die Auswahlentscheidungen auf verschiedenen Ebenen des Forschungsprozesses. Im Ergebnis betonen wir dessen Kontingenz. Dem Bedürfnis nach Kontrolle im Verfahren und auch im Gegenstandsbereich der Trainingspädagogik verorten wir in der Einsicht in den Forschungsprozess; eine Einsicht, die besonders durch Forschungsparadigmen mit wechselnden Beobachtungsperspektiven gefördert werden kann. Wir plädieren daher für die Reflexion der Kontingenz als Anregung für trainingspädagogische Forschungsprozesse.
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Gamification is regularly defined as the use of game elements in non-gaming contexts. This utilitarian perspective in gamification sparks controversies about the pedagogical value of gamification. While on the one hand the potential is seen in the design of joyful learning environments critics point out the pedagogical dangers. It becomes apparent that the assumptions guiding action on the subject matter of gamification in educational contexts differ. This in turn leads to different pedagogical practices. Taking a reflexive stance towards the underlying assumptions of gamification in these contexts may allow to consolidate initially controversial positions and to open up potential for the use of gamification. With regard to the pedagogical use of gamifying elements and their empirical investigation, there are three main anchor points to consider from a reflexive stance: (a) the high context specificity of the teaching undertaken and (b) the (non-)visibility of the design elements used and (c) the potential (non-)acceptance of the gamified elements by the students. We start by providing a discussion of the definitional discourse on what is understood as gamification leading to our argument for non-defining gamification to open up its full potential. To exemplify this potential we describe a gamified concept in higher education for police recruits.
Article
Full-text available
Gamification is regularly defined as the use of game elements in non-gaming contexts. However, discussions in the context of the pedagogical value of gamification suggest controversies on various levels. While on the one hand, the potential is seen in the design of joyful learning environments, critics point out the pedagogical dangers or the problems related to optimizing working life. It becomes apparent that the assumptions guiding action on the subject matter of gamification in educational contexts differ, which leads to different derivations for pedagogical practice-but also allows for different perspectives on initially controversial positions. Being aware of these assumptions is the claim of a reflexive pedagogy. With regard to the pedagogical use of gamifying elements and their empirical investigation, there are three main anchor points to consider from a reflexive stance: (a) the high context-specificity of the teaching undertaken and (b) the (non-)visibility of the design elements and (c) the (non-)acceptance of the gamified elements by the students. We start by providing a discussion of the definitional discourse on what is understood as gamification leading to our argument for a non-definition of gamification. We describe the potential of this non-definition of gamification and exemplify its use in a gamified concept of teaching police recruits professional reflexivity. The concept features the narrative of a potential crime that has been undertaken and that students decide for themselves if they want to engage with it.
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While operational actions place high demands on police officers, conflict training aims to prepare them for the demands of deployment and thus forms the central hinge between professional practice and education. However, international data suggest a problem: the transfer of competence between training and deployment must be improved. The following article identifies pedagogical design and practice as the key factors in making this leap. To illustrate this point, the evidence-based constraints-led approach (CLA) is introduced. By dealing with key concepts as well as the practical implications of the CLA for conflict training in police, the article provides an orientation for police trainers and their practice as well as for the further professionalization of police training.
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Under Review for Springer SN / ICCS2020 Conference: Gamification is regularly defined as the use of game elements in non-gaming contexts (Deterding et al., 2011). However, discussions in the context of the pedagogical value of gamification suggest controversies on various levels. While on the one hand the potential is seen in the design of joyful learning environments (Hung, 2017), critics point out the pedagogical dangers (Buck, 2017) or the problems related to optimizing working life (Woodcock & Johnson, 2018). It becomes apparent that the assumptions guiding action on the subject matter of gamification in educational contexts differ, which leads to different derivations for pedagogical practice-but also allows for different perspectives on initially controversial positions. Being aware of these assumptions is the claim of a reflexive pedagogy. With regard to the pedagogical use of gamifying elements and their empirical investigation, there are three main anchor points to consider from a reflexive stance: (a) the high context specificity of the teaching undertaken and (b) the (non-)visibility of the design elements and (c) the (non-)acceptance of the gamified elements by the students. We start by providing a (2) discussion of the definitional discourse on what is understood as gamification leading to our argument for a non-definition of gamification. We describe the (3) potential of this non-definition gamification and (4) exemplify its use in a gamified concept of teaching police recruits professional reflexivity. The concept features the narrative of a potential crime that has been undertaken and that students decide for themselves if they want to engage with it.
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The practices surrounding police training of complex motor skills, including the use of force, varies greatly around the world, and even over the course of an officer’s career. As the nature of policing changes with society and the advancement of science and technology, so should the training practices that officers undertake at both central (i.e., police academy basic recruit training) and local (i.e., individual agency or precinct) levels. The following review is intended to bridge the gap between scientific knowledge and applied practice to inform best practices for training complex motor skills that are unique and critical to law enforcement, including the use of lethal force. We begin by providing a basic understanding of the fundamental cognitive processes underlying motor learning, from novel skill acquisition to complex behaviors including situational awareness, and decision-making that precede and inform action. Motor learning, memory, and perception are then discussed within the context of occupationally relevant stress, with a review of evidence-based training practices that promote officer performance and physiological responses to stress during high-stakes encounters. A lack of applied research identifying the neurophysiological mechanisms underlying motor learning in police is inferred from a review of evidence from various clinical populations suffering from disorders of cognitive and motor systems, including Alzheimer’s and Parkinson’s disease and stroke. We conclude this review by identifying practical, organizational, and systemic challenges to implementing evidence-based practices in policing and provide recommendations for best practices that will promote training effectiveness and occupational safety of end-users (i.e., police trainers and officers).
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Within public and academic spheres, the question of how civilians and police officers can effectively deal with violent assaults is discussed above all as a question of the “right self-defense system.” In the current paper, we advocate for a change from questions of system to questions of pedagogy. Based on the paradigm of nonlinear pedagogy and the underlying theories of complex dynamic systems, we present a model of representative learning design, whose analytical and practical use is presented. We conclude with a discussion of the role of nonlinear pedagogy for the professionalization of self-defense training in the civilian and law enforcement domains.
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Physical assaults are an inherent problem of modern society. One strategy available to try to prevent violence is to strengthen one’s personal capacities to defend oneself. This is the scope of various self-defence programs and systems within the civil domain. While training in self-defence facilitates the use of self-protective strategies in real life situations, it is important to ascertain whether individuals learn the skills taught in self-defence classes and whether they are able to perform the skills when these are required. In order to test the effectiveness of self-defence skills in an ethically acceptable way, instructors and scholars have to design environments in which valid and practically relevant results about the performance of the learner can be obtained. The imprecise nature and the multidimensional use of terms like ‘realism’ and ‘reality-based’ leads to difficulties in designing such environments. In this article, we argue for the need to shift the emphasis from ‘realistic’ to ‘representative’ design in testing and learning environments, with the aim of developing transferable self-defence skills within the civil domain. The Trade- Off Model of Simulation Design that we propose is intended to help instructors and scholars to make more informed decisions when designing tasks for testing or training.
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Results from a number of studies indicate that a multitude of factors influence human dynamics and outcomes associated with the application of force by police. Little research has been done to understand the cognitive processing associated with rapid assessment and response to such encounters. In order to enhance the body of knowledge, this exploratory study employed cognitive task analysis (CTA) methods to examine the concept of cognitive readiness in the context of violent police–citizen encounters. According to the results of this study, it is suggested that cognitive readiness in the context of critical encounters must be supported by skill training in the areas of domain and prerequisite knowledge, pattern recognition, and situational awareness.
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This research examined the skills and abilities required of officers to effectively manage situations where the use of force may be required. The research also considered the nature of training required to facilitate the development of these skills/abilities. Seventy Western Australia Police officers participated in focus groups. Identified skills/abilities fell into seven categories: Aware, Assess, Approach, Act, Automatic, Appraise and Adapt. With regard to developing proficiency in these skills, officers emphasised the importance of relevant, applied and dynamic training, debriefing and the use of scenarios/role plays. The research highlights the need to change the scope of annual refresher training from the appropriate and effective application of force to the effective management of situations in which the use of force may be required, in their entirety. Findings also highlight the need to change the focus of training from performance and assessment to continued skill development (i.e. practice and learning).
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Identifying the cognitive processes underlying tactical decision making is vital for two purposes: (a) reducing risk through improved training and (b) facilitating the public’s attitudes toward the legitimacy of the police and criminal justice system. Despite this, very little research has been conducted into British police decision making involving the use of firearms. This study begins to address this gap by examining the impact that expertise has on British police’s use-of-force decisions during armed confrontations. To do so, the tactical decision-making processes of 12 expert specialized firearms officers and 11 novice authorized firearms officers during armed confrontations were compared through cognitive task analysis methods. Data were coded via categories derived from theory and patterns inductively emergent within the data. The results found expert specialized firearms officers to be more flexible in adaptive responding to situational changes, while novice authorized firearms officers reported a more sequential and linear process of tactical decision making. In identifying the key features of expertise within this environment (“adaptive flexibility”), this study has theoretical and practical implications for the acceleration of authorized firearms officers’ expertise acquisition to bridge the existing gap resulting from a lack of available qualified operational force commanders.
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We investigated how Dutch police officers perceive their preparation for arrest and self-defence skills (ASDS) and their ability to manage violence on duty. Furthermore, we assessed whether additional experience (i.e., by having encountered violence on duty or by practicing martial arts) and self-perceived anxiety have an influence on these perceptions. Results of an online questionnaire (n = 922) showed that having additional experience was associated with self-perceived better performance. Officers who experience anxiety more often, on the other hand, reported more problems. Although most officers report sufficiently effective performance on duty, they, especially those with additional experience, feel that training frequency is too low and that the currently taught ASDS are only moderately usable (at least with the current amount of training). Based on the results, we suggest that increasing officers' ASDS experience, teaching officers to perform with high anxiety, or reconsidering the taught skills, may be necessary to further improve performance of police officers on duty. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.