The U.S. Air Force is investing heavily in commercial-off-the-shelf and specialty developed medium- and high-fidelity contexts for readiness training and rehearsal. The focus is to create and or leverage methods and technologies to better blend real world and synthetic environments for learning and performance. The environments allow local and wide-area connection of virtual simulators, computer-based human-performance models, gaming environments and relevant live operational systems, such as actual aircraft.
This research topic focuses on critical research needs across a number of relevant topical areas: (a) Identification of essential knowledge, skills and experiences required for successful task, job and mission performance and the representation of these at appropriate levels of analysis. (b) Methods and tools capable of designing content for scenarios based on "A" above and on the specific mission objectives using principled instructional approaches. (c) Creation and validation of multi-level data, measures and metrics to predict, diagnose, monitor and assess the performance of learners. These methods will assist in the prescription and tailoring of content and remediation to address knowledge and skill gaps as well as help develop a new class of human performance and machine learning-based models. (d) Longitudinal explorations and periodic assessments of individual and team performance and proficiency in synthetic environments and operational settings. (e) Strategies and measures of the appropriateness of instructional and training environments for a given level of readiness or proficiency training. In other words, how much of what kind of training and remediation or rehearsal is accomplished feasibly in separate and "blended" environments, including live operational contexts? In this context, we are interested in developing and validating criterion measures related to the impact of blended environments on learning, proficiency and readiness that help quantify intervals necessary for refresher training. Research can include:
• Improving the quality and precision of needs assessment, gap and trade-space analyses
• Developing training scenario design, delivery and management tools
• Developing synthetic task environments that leverage augmented and virtual-reality environments; game-based systems; intelligent and adaptive training environments; and part-task trainers and job aids that promote and sustain engagement and involvement in the learning as well as improve performance and retention
• Rapid prototyping of novel approaches to more unobtrusive human-performance monitoring, modeling, assessment and feedback
• Developing more precise as well as generalizable ways to manage multi-source "big data" performance measurement and proficiency-tracking data and innovations (i.e. how best to visualize and package feedback data for after-action reviews)
• Evaluating the training necessary for (1) human and machine environment interaction necessary to promote teaming, (2) shared proficiency and (3) overall task and mission performance effectiveness