As we enter almost a full year of pandemic restrictions, what can we say about virtual #wargaming? [1/6] https://mwi.usma.edu/going-virtual-wargaming-in-an-era-of-telework-travel-restrictions-and-social-distancing/
For one, we now have a wealth of experience from our widescale experiment in virtual and asynchronous learning. This should inform virtual wargame design and execution. [2/6]
https://thebestschools.org/magazine/synchronous-vs-asynchronous-education/#:~:text=Synchronous%20learning%20is%20online%20or,asynchronous%20and%20synchronous%20online%20learning.
https://thebestschools.org/magazine/synchronous-vs-asynchronous-education/#:~:text=Synchronous%20learning%20is%20online%20or,asynchronous%20and%20synchronous%20online%20learning.
We can also draw from our understanding of older play-by-mail game designs, as well as the extensive research on the effectiveness of individual work over many forms of group work. [3/6] https://hbr.org/2015/03/why-group-brainstorming-is-a-waste-of-time
It's also time we deliberately design with an eye towards reducing demands on executive function and cognitive load in the online environment. [4/6] https://www.psychologistworld.com/memory/cognitive-load-theory
Last and certainly not least, we should leverage understanding of interaction design. There are so many elements that professional wargaming could use from learning management systems, hybrid learning, and user-centered design. [5/6] https://designmodo.com/interaction-design/
Rather than thinking of virtual wargaming as an inferior substitute to in-person events, we should see the opportunity for a new medium. Many elements of current wargames have not changed since the Prussians, but there is a huge need in DoD for good virtual gaming. [6/6]