Alexander P. Wind’s research while affiliated with University at Albany, The State University of New York and other places

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Publications (5)


Multimedia Learning with Computer Games
  • Chapter
  • Full-text available

July 2014

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6,565 Reads

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31 Citations

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In this chapter recent research focusing on the use of multimedia computer games for instruction is reviewed with an emphasis on the effects of games on improving cognitive processes. The research suggests that the greater the overlap in cognitive processes between games and external tasks, the more likely is transfer to non-game tasks. In addition, accumulating evidence suggests that playing fast-paced action games improves cognitive processes dealing with attention, task switching, and resistance to distractors, with some transfer to untrained domains. Studies with older adults suggest that intense computer game training may improve some cognitive processes. Results also indicate that although game playing reduces time spent on schoolwork, integrating games into the curriculum is likely to increase the probability of transfer from games to curricular goals. Finally, research identifying the cognitive processes engaged by multimedia presentations outside of games is recommended in order to clarify multimedia effects and facilitate studies of whether multimedia presentations are differentially beneficial for different groups.

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The Evolving Definition of Cognitive Readiness for Military Operations

June 2014

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351 Reads

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30 Citations

Cognitive readiness, as it is viewed here, focuses on preparing individuals for jobs, tasks, and environments that are unexpected-those that cannot be anticipated but are central to military operations where surprise is at a premium and frequently makes the difference between success and failure. How do we prepare individuals to deal with the unexpected? The chapter decomposes cognitive readiness into twelve candidate components. Three criteria identified for the components are that they must be domain-independent, measurable, and trainable. Research and development efforts were then reviewed to determine if the candidate components met these criteria. Situation Awareness, Meta-cognition, Creativity, Communication, Resilience, and Critical Thinking may meet the criteria satisfactorily. Problem Solving, Teamwork Skills, Interpersonal Skills (especially with regard to empathy), and Adaptability appear promising although needing further review and research. Decision-Making and Pattern Recognition are promising but require somewhat more review, research, and development than other components. © 2014 Springer Science+Business Media New York. All rights are reserved.


Game-Based Learning

May 2014

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809 Reads

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164 Citations

This chapter reviews a rapidly growing body of empirical evidence on the effectiveness of using video and computer games to provide instruction. Evidence of their effectiveness is drawn from existing results and data. The topics covered here are transfer from computer games to external tasks, enhancing cognitive processes, guidance and animated agents, playing time and integration with curricular objectives, effects on game players, attitudes toward games, cost-effectiveness, and, finally, the use of games for evaluation. Areas where the evidence base is particularly weak are identified in the discussion section. Findings and recommendations for the design of games used in instruction are summarized in a table. The chapter concludes with a call for development of tools and technology for integrating the motivating aspects of games with good instructional design. People do learn from games. Missing are generally effective design processes that ensure that learners will acquire the specific knowledge and skills the games are intended to impart.


Cost Considerations in Using Simulations for Medical Training

October 2013

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318 Reads

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47 Citations

Military Medicine

This article reviews simulation used for medical training, techniques for assessing simulation-based training, and cost analyses that can be included in such assessments. Simulation in medical training appears to take four general forms: human actors who are taught to simulate illnesses and ailments in standardized ways; virtual patients who are generally presented via computer-controlled, multimedia displays; full-body manikins that simulate patients using electronic sensors, responders, and controls; and part-task anatomical simulations of various body parts and systems. Techniques for assessing costs include benefit-cost analysis, return on investment, and cost-effectiveness analysis. Techniques for assessing the effectiveness of simulation-based medical training include the use of transfer effectiveness ratios and incremental transfer effectiveness ratios to measure transfer of knowledge and skill provided by simulation to the performance of medical procedures. Assessment of costs and simulation effectiveness can be combined with measures of transfer using techniques such as isoperformance analysis to identify ways of minimizing costs without reducing performance effectiveness or maximizing performance without increasing costs. In sum, economic analysis must be considered in training assessments if training budgets are to compete successfully with other requirements for funding.


Citations (5)


... One of the central challenges of educational video games is helping learners transform intuitive learning into generative learning during game play (Fiorella & Mayer, 2012;ter Vrugte et al., 2015). A possible solution to this challenge is adding learning support (Lee & Ke, 2019;O'Neil et al., 2014;Wouters et al., 2009) that refers to assistance, guidance, or instruction that stimulates or facilitates students' game-based learning (GBL) processes (Tobias 2009;Tobias et al., 2011). For example, in-game references, as well as cues and hints are the two frequently used approaches to delivering the learning support in GBL (Pan et al., 2022). ...

Reference:

Effects of game-based learning supports on students’ math performance and perceived game flow
Review of research on computer games

... Beyond pedagogy, others have proposed particular features included in some educational technology interventions that may support learning. For example, Bahari (2021) proposes that computer-mediated feedback can support language learning; Bernacki et al. (2021) suggest that personalization or adaptivity can improve academic performance; and Tobias et al. (2014) contend that gamification, which facilitates motivation and engagement, can facilitate learning of specific knowledge and skills. In alignment with Dede (2008), Mayer (2009) suggests that such features may be more or less important depending on the knowledge and skills addressed or assessed. ...

Multimedia Learning with Computer Games

... The changing and nature of war with new technologies, emerging tactical techniques, and capabilities, geopolitical and strategic trends affected military personnel to maintain his or her readiness to perform in military operations. 21,22 Therefore, this article aims to measure the cognitive readiness of the Malaysian Armed Forces Staff College (MAFSC) course participants (CPs) using scenario-based training (SBT) has been simulated in the Joint Theater Level Simulation System (JTLS). ...

The Evolving Definition of Cognitive Readiness for Military Operations

... In the past decades, particular attention has been devoted to digital GBL, a field popularized by Prensky [4], aiming at integrating educational elements into computer games and/or digital simulations. Researchers and educators have agreed on the potential of such solutions, used for both instructional teaching [5] as well as for the exploration of new topics [6,7]. However, GBL also comprises non-digital examples, such as for instance educational card, board or role-playing games, allowing to implement more tangible and human-centered activities. ...

Game-Based Learning
  • Citing Article
  • May 2014

... Where Tc represents the time or number of trials needed for a control or baseline group to achieve criterion performance (in this case, the conventional teaching time in the operating room); Tx represents the time or number of trials needed for an experimental group (in this case, the participants) to achieve criterion performance after x amount of time or number trials using simulation or another instructional approach of interest; X represents the time or number of trials spent by the experimental group using simulation (in our case, 30 min of catheter implantation time per participant). The TER indicates how many trials or units of time are saved for every unit of simulation-based training, in order to reach the desired objective experience [36]. In our case, the TER indicates how many trials (or how much time) are saved in achieving breast brachytherapy performance for every unit of workshop training invested. ...

Cost Considerations in Using Simulations for Medical Training

Military Medicine