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Digitala krigsspel i taktikutbildning
Swedish Defence University.
2012 (Swedish)Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Försvarsmaktens budget blir allt mindre, detta innebär att man inte kan öva i samma omfattning med riktig ammunition och fordon. Intresset för digitala krigsspel och simulationer har därmed ökat. Men för att använda sig av spel i utbildning måste man veta hur man skall använda dem.

Syftet med uppsatsen har således varit att undersöka om man kan använda sig av digitala krigsspel i sig självt som en bärare för lärande. Kan deltagarna lära sig taktik genom att bara spela ett spel? Det finns flera olika synsätt som stöder alternativt motbevisar om hur lärande sker då man använder sig av spel för lärande. Uppsatsen kommer att fokusera på två av dessa teorier,

Ett experiment genomfördes för att undersöka om spelet i sig kunde öka kvalitén på de taktiska planerna som togs fram. Experimentet gick ut på att två grupper fick ta fram en taktisk plan på plutons nivå, en av grupperna fick även genomföra ett digitalt krigsspel på ett liknande scenario innan. Resultatet av bedömningen av planerna resulterade inte i någon signifikant skillnad mellan grupperna. Vad man däremot kunde se var att spelet hade en annan inverkan på deltagarna.

Abstract [en]

The Swedish Armed Forces’ budget is getting smaller, that means a lot less practice with real ammunitions and vehicles. Because of this, the interest for digital war games and simulations has increased.  But to use games in education you need to know how you are going to implement them.

The purpose with this paper has been to examine the possibility of only using a digital war game for learning. Will the participants learn tactics by just playing a game? The impact this could have is that learners could bring the game home and train whenever they wanted to. There are several views that support and reject the idea of using gamebased learning. This paper will focus on describing two of these theories.

 An experiment was done to examine if the digital game itself could increase the quality of the tactical plans that the participants had made. The experiment had two groups which had an assignment to make a tactical plan on a platoon level, one of the groups also got to play a digital war game before they made the tactical plan. The assessment of the plans was made by a tactical teacher at the Defense Collage and the results of the assessment did not give any results that showed any significant difference from the groups. The game itself did not have any impact on the quality of the plan. But there were indications that the game might have had other impact on its participants.  

Place, publisher, year, edition, pages
2012. , p. 33
Keywords [en]
War games, Digital games, Gamebased learning, tactical plan evaluation
Keywords [sv]
Krigsspel, Spel, Spelbaserat lärande, experiment, utvärdering taktiskaplaner
National Category
Pedagogy
Identifiers
URN: urn:nbn:se:fhs:diva-2737OAI: oai:DiVA.org:fhs-2737DiVA, id: diva2:537479
Subject / course
War Studies, Thesis
Educational program
Officersprogrammet (OP)
Uppsok
Social and Behavioural Science, Law
Supervisors
Examiners
Available from: 2012-06-27 Created: 2012-06-26 Last updated: 2018-08-20Bibliographically approved

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M.Skaret - Digitala krigsspel i taktikutbildning(1310 kB)640 downloads
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Citation style
  • apa
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  • ieee
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