Learning theories and the Fligby SGS
| Learning theory | Description | Civilian application examples in serious games | Military application examples in serious games | Source |
|---|---|---|---|---|
| Constructivism | Learners actively construct knowledge through experience and reflection | City planning simulations, business strategy games, medical diagnosis simulations | Combat simulations, tactical decision-making games, leadership training simulations | Piaget (1970), Vygotsky (1978) |
| Experiential learning | Learning through doing and reflection on experiences | Escape rooms, team-building games, simulations of customer service interactions | Flight simulations, virtual battlefield exercises, morale and welfare training | Kolb (1984) |
| Social cognitive theory | Learning through observation, imitation and modeling | Role-playing games focused on leadership, team dynamics, negotiation | Military simulations emphasizing teamwork and communication, mentorship programs | Bandura (1977) |
| Cognitive load theory | Focuses on the limitations of working memory and how to design instruction to optimize learning | Simulations with clear instructions, appropriate level of difficulty and well-structured tasks | Training simulations that break down complex tasks into smaller, manageable steps | Sweller (1988) |
| Behaviorism | Learning through conditioning and reinforcement | Games with points, badges, leaderboards and clear feedback mechanisms | Drills and simulations with immediate feedback on performance, reward systems | Skinner (1953) |
| Andragogy | Principles of adult learning emphasizing self-direction, experience and relevance | Simulations allowing for learner choice, problem-based learning, real-world scenarios | Simulations tailored to the experience levels of adult military personnel | Knowles (1980) |
| Learning theory | Description | Civilian application examples in serious games | Military application examples in serious games | Source |
|---|---|---|---|---|
| Constructivism | Learners actively construct knowledge through experience and reflection | City planning simulations, business strategy games, medical diagnosis simulations | Combat simulations, tactical decision-making games, leadership training simulations | |
| Experiential learning | Learning through doing and reflection on experiences | Escape rooms, team-building games, simulations of customer service interactions | Flight simulations, virtual battlefield exercises, morale and welfare training | |
| Social cognitive theory | Learning through observation, imitation and modeling | Role-playing games focused on leadership, team dynamics, negotiation | Military simulations emphasizing teamwork and communication, mentorship programs | |
| Cognitive load theory | Focuses on the limitations of working memory and how to design instruction to optimize learning | Simulations with clear instructions, appropriate level of difficulty and well-structured tasks | Training simulations that break down complex tasks into smaller, manageable steps | |
| Behaviorism | Learning through conditioning and reinforcement | Games with points, badges, leaderboards and clear feedback mechanisms | Drills and simulations with immediate feedback on performance, reward systems | |
| Andragogy | Principles of adult learning emphasizing self-direction, experience and relevance | Simulations allowing for learner choice, problem-based learning, real-world scenarios | Simulations tailored to the experience levels of adult military personnel |
Source(s): Authors through ChatGPT 4.0