Deck 13: Military, Science, and Education Climb Aboard
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Deck 13: Military, Science, and Education Climb Aboard
1
Which of the following military simulations is more on the end of operational realism (rather than increased abstraction)?
A) Field exercises
B) Map exercises
C) Computer simulations
D) Analytical models
A) Field exercises
B) Map exercises
C) Computer simulations
D) Analytical models
A
2
Two military training simulators that never became official military training instruments:
A) Battlezone and SIMNET
B) SIMNET and Military Doom
C) Military Doom and Battlezone
D) None of the above
A) Battlezone and SIMNET
B) SIMNET and Military Doom
C) Military Doom and Battlezone
D) None of the above
C
3
The principal title that the U.S. Army has used for recruiting soldiers is the online multiplayer, first-person shooter game:
A) Multipurpose Arcade Combat Simulator
B) Marine Doom
C) America's Army
D) Full Spectrum Warrior
A) Multipurpose Arcade Combat Simulator
B) Marine Doom
C) America's Army
D) Full Spectrum Warrior
C
4
This four-person, squad-based real-time tactics (RTT) game is still used today for troops returning from war to help determine the presence and severity of PTSD:
A) Multipurpose Arcade Combat Simulator
B) Marine Doom
C) America's Army
D) Full Spectrum Warrior
A) Multipurpose Arcade Combat Simulator
B) Marine Doom
C) America's Army
D) Full Spectrum Warrior
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5
Two widely-used PC-based trainers of the DARWARS project included:
A) DARWARS Ambush! and Tactical Language & Culture Training System
B) SIMNET and DARWARS Ambush!
C) Tactical Language & Culture Training System and SIMNET
D) DARWARS Ambush! and Multipurpose Arcade Combat Simulator
A) DARWARS Ambush! and Tactical Language & Culture Training System
B) SIMNET and DARWARS Ambush!
C) Tactical Language & Culture Training System and SIMNET
D) DARWARS Ambush! and Multipurpose Arcade Combat Simulator
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6
Virtual Battlespace (VBS1) offered training for land, sea and air vehicles and could even be customized to include the simulation of:
A) Weather effects such as wind, rain, and fog
B) Lethal and non-lethal scenarios
C) Time of day, with sunrise, midday or sunset lighting
D) All of the above
A) Weather effects such as wind, rain, and fog
B) Lethal and non-lethal scenarios
C) Time of day, with sunrise, midday or sunset lighting
D) All of the above
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7
This program uses virtual immersion simulation technology that uses reflective markers for full-motion body capture, including virtual reality (VR) headsets, weapon props, and even shock-feedback when a user gets hit:
A) DARWARS Ambush!
B) Real Virtuality 2
C) VIRTSIM
D) Virtual Battlespace 3 (VBS3)
A) DARWARS Ambush!
B) Real Virtuality 2
C) VIRTSIM
D) Virtual Battlespace 3 (VBS3)
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8
Immersion in an interactive virtual environment where soldiers are able to confront traumatic memories with the help of clinicians in controlled settings is called:
A) High-fidelity patient simulation
B) Exposure therapy
C) Desensitization
D) Stroop effect
A) High-fidelity patient simulation
B) Exposure therapy
C) Desensitization
D) Stroop effect
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9
These games are designed with a purpose other than to simply entertain:
A) Serious games
B) Human-based computation games
C) Games with a purpose (GWAP)
D) All of the above
A) Serious games
B) Human-based computation games
C) Games with a purpose (GWAP)
D) All of the above
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10
High-fidelity patient simulations (HPS):
A) employ a combination computer applications with high tech mannequins
B) use full-scale computerized mannequins but not screen-based simulation
C) are solely screen-based computer simulation programs
D) do not include smaller partial task trainers such as specific body parts
A) employ a combination computer applications with high tech mannequins
B) use full-scale computerized mannequins but not screen-based simulation
C) are solely screen-based computer simulation programs
D) do not include smaller partial task trainers such as specific body parts
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11
Video games used in the scientific community known as "human-based computation" games or "__________" harness human brainpower with computer programs to find solutions to scientific problems:
A) Games for Life
B) Games with Goals
C) Games with a Mission
D) Games with a Purpose
A) Games for Life
B) Games with Goals
C) Games with a Mission
D) Games with a Purpose
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12
The concept of amateur scientists working on solutions to real scientific problems is known as "citizen science" or "crowd-sourced science." Which of the following games does not fit into this category?
A) ESP Game
B) EteRNA
C) Foldit
D) The Surgeon
A) ESP Game
B) EteRNA
C) Foldit
D) The Surgeon
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13
This game was licensed to Google who developed its own version of the program called Google Image Labeler in 2006:
A) ESP Game
B) EteRNA
C) Foldit
D) The Surgeon
A) ESP Game
B) EteRNA
C) Foldit
D) The Surgeon
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14
This title led to a scientific breakthrough on the Mason-Pfizer AIDS-causing monkey virus (M-PMV) in 2011:
A) ESP Game
B) EteRNA
C) Foldit
D) The Surgeon
A) ESP Game
B) EteRNA
C) Foldit
D) The Surgeon
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15
Negative side effect(s) linked to violent or excessive gaming:
A) Desensitization
B) Video game addiction
C) Death
D) All of the above
A) Desensitization
B) Video game addiction
C) Death
D) All of the above
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16
Princeton University's Dr. Vikranth Bejjanki found that playing fast-paced, action-oriented games may improve gamers' performance in real-world:
A) Perception
B) Attention
C) Cognition
D) All of the above
A) Perception
B) Attention
C) Cognition
D) All of the above
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17
Gamers were found to be much more proficient than non-gamers at this test where subjects are shown written as words such as RED, BLUE, YELLOW in various colors and asked to quickly identify the color of each word without confusing the color with the written word:
A) NeuroRacer
B) SECTER test
C) Stroop effect test
D) Color autonomy test
A) NeuroRacer
B) SECTER test
C) Stroop effect test
D) Color autonomy test
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18
Gameplay that has defined learning outcomes is known as:
A) Curricular off-the-shelf (COTS)
B) Edutainment
C) Game-based learning (GBL)
D) Gamification
A) Curricular off-the-shelf (COTS)
B) Edutainment
C) Game-based learning (GBL)
D) Gamification
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19
Which of the following games does not fit into the educational video game category?
A) Art Academy
B) Frequency
C) Minecraft
D) Reader Rabbit
A) Art Academy
B) Frequency
C) Minecraft
D) Reader Rabbit
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20
Designed by Institute of Play, this New York-based middle school and high school launched in 2009 and bases its curriculum on game theory and game mechanics:
A) House of Pi
B) Minecraft Technical Institute
C) Outerra
D) Quest to Learn
A) House of Pi
B) Minecraft Technical Institute
C) Outerra
D) Quest to Learn
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21
Königsspiel and Kriegsspiel were war games designed by Douglas Aircraft Company's RAND Corporation in the 1950s.
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22
F.A.T.S - FireArms Training Simulator and the EST - Engagement Skills Trainer are examples of Tactical Engagement Simulation (TES) training systems.
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23
An example of a TLCTS is Tactical Iraqi by Alelo Inc., which brought scenario-based PC gameplay to the Marines before their Surge deployment to Iraq in 2007.
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24
Today both medical schools and teaching hospitals are using medical simulation in facilities known as Clinical Skills and Simulations Centers (CSSCs).
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25
Dr. Mark Appelbaum of the American Psychological Association concluded that data from over 300 studies between 2005 and 2013 showed no consistent relationship between playing violent video games and an increase in aggressive behavior.
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