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Gamification for Combat System Employment


TECHNOLOGY AREA(S): Human Systems 

OBJECTIVE: Develop a Gamification training architecture for the current Learning Management System (LMS) that leverages gamification strategies and techniques for ASW personnel training at sea. 

DESCRIPTION: NAVSEA PEO IWS5A desires to maximize the return on investment for new capabilities developed for AN/SQQ-89A (V) 15 Surface Ship Undersea Warfare Combat System. Surface ship ASW personnel will often go long stretches at sea without operating the ASW software, which causes their skills to degrade. Adding Gamification techniques to the current ship-based training will create engaged and self-motivated learners whose skills are always honed. The commercial sector has utilized Gamification to motivate participation, adoption, engagement, and loyalty. Additionally, the game industry uses a range of dynamics for making games engaging, exciting, and fun. Gamification techniques, applied to training, will engage and entice a trainee to pursue additional training beyond the mandated minimums. The Gamification techniques needed for ASW training include Learning Analytics and Approach. Learning Analytics will apply data analytics of key metrics that quantitatively measure the trainees proficiency. Gamification Approach integrates motivational theory, data collection, and analytics to improve learning and training skills, achieve mastery quickly, and provide real time performance monitoring and feedback. The technology should implement an innovative gamification architecture into the existing Training and Learning Architecture (TLA) and take advantage of performance data that can be collected real time for operators operating the AN/SQQ-89A (V) 15 Surface Ship Undersea Warfare Combat System to allow them to work more effectively and in concert with the Combat System tools and displays. The solution should help ASW personnel in both training and operational modes stay engaged and maximize performance. More engaged and motivated ASW personnel results in improved ASW performance and contributes to superiority and dominance in undersea warfare. Exciting, entertaining, and engaging ASW training that is available at sea will allow ASW personnel to strive to improve their mastery over the ASW software. In addition, analytics derived from the learning and performance data will help drive more informed acquisition and investment decisions. 

PHASE I: During Phase I, the company will develop an approach for delivering gamification architecture to operate inside the Training Learning Architecture (TLA) of the AN/SQQ-89A (V) 15 Surface Ship Undersea Warfare Combat System. The architecture will establish that the developed concept can feasibly work within the system. Feasibility will be established through modeling and analysis of specific gamification strategies and techniques that utilize the unique training material which meets parameters set forth in the description. The Phase I Option, if awarded, will include the initial design specifications and capabilities description to build a prototype in Phase II. 

PHASE II: Based on the approach explored in Phase I and the Phase II Statement of Work (SOW), a prototype Gamification architecture solution will be developed and delivered. The prototype must be capable of assessing a trainees proficiency with the ASW software based on ASW training objectives. Validation of the prototype will be through testing to demonstrate improved performance, motivation, and training engagement. The company will provide a detailed test plan to demonstrate that the deliverable meets the intent of the Gamification architecture. Work under the Phase II contract is expected to be classified. A Phase III transition plan will be provided at the end of Phase II. 

PHASE III: The company will be expected to support the Navy in transitioning the technology to Navy use. During Phase III, the company will support the Navy in the system integration and qualification testing for the software technology developed in Phase II. This will be accomplished through ship integration and test events managed by PEO IWS to transition the technology into the AN/SQQ-89A (V) 15 Surface Ship Undersea Warfare Combat System. Deployment of this gamification module will require integration into an AxB Step-2 and Step-3 testing to demonstrate improved performance, motivation, and training engagement. Private Sector Commercial Potential: The efforts of the research in gamification for learning and performance will have direct application to civilian sector industries that involve training personnel to operate in complex domains. These domains include transportation, finance, commercial space, and communication industries. 


1. Paharia, Rajat, Loyalty 3.0, New York, McGraw Hill, 2013

2. Burke, Brian. Gamify: How Gamification Motivates People to Do Extraordinary Things. Brookline: Bibliomotion, INC. 2014

3. Kapp, Karl M. The Gamification of Learning and Instruction, San Francisco: Wiley, 2012.

4. Chou, Yu-kai., Actionable Gamification: Beyond Points, Badges, and Leaderboards. Freemont: Octalysis Media, 2014.


KEYWORDS: Gamification; Learning Motivation; Learning Analytics; ASW Training; Computer Based Training; Training Software 

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