Table 2

Learning theories and the Fligby SGS

Learning theoryDescriptionCivilian application examples in serious gamesMilitary application examples in serious gamesSource
ConstructivismLearners actively construct knowledge through experience and reflectionCity planning simulations, business strategy games, medical diagnosis simulationsCombat simulations, tactical decision-making games, leadership training simulationsPiaget (1970), Vygotsky (1978) 
Experiential learningLearning through doing and reflection on experiencesEscape rooms, team-building games, simulations of customer service interactionsFlight simulations, virtual battlefield exercises, morale and welfare trainingKolb (1984) 
Social cognitive theoryLearning through observation, imitation and modelingRole-playing games focused on leadership, team dynamics, negotiationMilitary simulations emphasizing teamwork and communication, mentorship programsBandura (1977) 
Cognitive load theoryFocuses on the limitations of working memory and how to design instruction to optimize learningSimulations with clear instructions, appropriate level of difficulty and well-structured tasksTraining simulations that break down complex tasks into smaller, manageable stepsSweller (1988) 
BehaviorismLearning through conditioning and reinforcementGames with points, badges, leaderboards and clear feedback mechanismsDrills and simulations with immediate feedback on performance, reward systemsSkinner (1953) 
AndragogyPrinciples of adult learning emphasizing self-direction, experience and relevanceSimulations allowing for learner choice, problem-based learning, real-world scenariosSimulations tailored to the experience levels of adult military personnelKnowles (1980) 

Source(s): Authors through ChatGPT 4.0

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