|
GOVERNMENTEXEUCTIVE.COM
November 28, 2007
By Anne Laurent
The palm trees are strung with Christmas lights here in the
home of Disney World, and that's appropriate, because the
military services arrived with wish lists in hand. At the
Interservice/Industry Training, Simulation and Education
Conference, companies large and small listen to what the
services say they need, while showing off what they think
the military might want.
The exhibit hall booms and cracks with the sounds of virtual
bombs hitting targets and rifles firing. A number of booths
are staffed with small villages of people in Middle Eastern
garb, arguing, haggling and keening as they enact market
scenes and arrests.
In the lecture halls, the interactions are more serious. Air
Force Gen. William R. Looney opened the conference on Tuesday
by noting that "today, our airmen are trained in the same
structure that we trained in in 1942. A class shows up,
is billeted and begins class with an instructor in a classroom." That
format, he said, simply won't work for new recruits. "The
young men and women joining our services are used to doing
things on their own time. They don't want to wait until
0800 on Tuesday morning. They want to work at it on their
PDA at 2 a.m. They prefer to take the test when they're
ready, not when it's scheduled."
Retired Air Force Gen. Larry Welch, president of the Institute
for Defense Analysis, reinforced the need for change.
"We are asking soldiers, sailors, airmen and Marines to fight
in cities among multiple cultures with different motives,
affiliations, incentives [that] we never expected soldiers
or Marines to have to deal with on a daily basis. It has
created the strategic company commander, the strategic platoon
sergeant, the strategic squad leader." How can the services
prepare these new players? "Simulation is going to play
a major part. We badly need those immersive simulations
so they can experience the environment before they are in
it."
And so it went all day -- flag officers, active and retired,
admitting they are leading a generation of service members
whose learning styles and needs are utterly at odds with
military teaching tradition. Members of the generation known
as the millennials "are coming into a Navy whose physical,
program and policy structure was built for [baby] boomers," said
Vice Admiral John C. Harvey, chief of naval personnel. "But
we are on our way out." Boomers make up only 3 percent of
the military. More than 40 percent of service members were
born after 1985.
"It's digital immigrants versus digital natives, and soldiers
today are natives. They are very comfortable with gaming,
and it allows them to get more done in less time," said
Maj. Gen. James W. Parker, who heads the John F. Kennedy
Special Warfare Center and School.
So what exactly are the services looking for from companies
in the simulation, virtual worlds and high-tech training
arena?
For starters, help in leveraging network-centric -- or better,
infocentric -- operations, says Welch. And training for
service members in how to manage the flood of information
now available to them in theaters of operations. "We have
to face up to the fact that while we are in a world of explosive
access to new knowledge, the ability of the human to retain
the information is clearly limited," he said. "To prepare
people for what we are going to ask, we need repetitive,
tailored, highly accessible distributed training. . . .
We need to teach people how to discover what they need to
know when they need to know it."
Language and cultural training is critical, said Paul Mayberry,
deputy undersecretary of Defense for readiness. People from
all over government need training in working together in
small teams on nation-building and training foreign nationals,
he said. Several speakers at the conference had high praise
for Tactical Iraqi, a game produced by the Defense Advanced
Research Projects Agency.
Mayberry also said there's a need for simulators to help the
services find ways to train, especially with live fire and
sonar, in ways that limit environmental damage and harm
to animals. Whatever companies come up with must be interoperable,
he stressed. "If companies develop products based on proprietary
information, data or systems, it is a nonstarter from the
very beginning."
For the Navy, especially, companies also must devise ways
of delivering computerized training to a force that is routinely
at sea. "How will we deliver it in a dispersed, expeditionary
force without T1 lines trailing it?" Harvey asked.
Officers suggested that the proliferation of improvised explosive
devices soon will be every bit the threat that nuclear proliferation
has been. So IED detection is a vital need. Parker would
like to find a way to tag and track soldiers involved in
civil operations, and to get help in assessing which candidates
will make the best Special Forces members.
To create the strategic leaders in the lower ranks required
in war with an adaptive enemy, officers are seeking a way
to better teach rapid decision-making in ambiguous environments,
discrimination in the application of fire, and intelligence
fusion. They also want better portrayals of terrain in simulation
and simulated players with better artificial intelligence
to react to service members in training scenarios.
With all the emphasis on digital natives and computerized
training, you'd think it was a slam dunk that most soldiers
are avid gamers. But according to a couple of recent studies,
that might not be true. According to James Belanich of the
Army's Research Institute for the Behavioral and Social
Sciences, only 30 percent to 40 percent of soldiers have
video game experience. He and several other researchers
surveyed 777 West Point cadets and found 60 percent had
no or limited experience with video games. A second project
showed that of 10,000 soldiers surveyed, fewer than 32 percent
play video games weekly. While suggesting further study,
Belanich said his results indicate that the wholesale embrace
of game-based training could leave some soldiers offline.
» More press articles
|