|
The Enlisted Aviation Warfare Specialist Game Game design by: Lisa M. Vella |
![]() |
|
| Visuals | Time Required | Rules | Design Process | References |
The game is designed for enlisted Naval personnel, generally E-5 and above, whom are seeking EAWS qualification. (ages vary depending on rank) This game is designed for 2 to 6 players. This game can be played in many locations, whether in port stationed, at a squadron or on a ship at sea. The official design of the game allows play at work or at home. However, because of a diverse amount of information, each player should have completed at least 50 percent of the Personnel Qualification Standard (PQS) for EAWS qualification. The PQS program requires qualifying enlisted personnel to perform certain duties in preparation for the EAWS board.
The object of the game is to be the first player awarded EAWS wings.
Card Samples Q. State the different
types of aircraft used in naval aviation Anti-Air
Warfare. A. Hornet, Superhornet,
Tomcat Q. Name three symptoms
related to hypoxia. A. Blurring of vision, a
vague weak feeling, slight shortness of breath,
dizziness Q. On board ship, when
you hear the general alarm, what does it sound like
and what does it mean? A. Series of single gong
tones before the work is passed all hands are
directed to man their battle stations, and type of
emergency is identified. Q. Explain the purpose of
the mission planning board. A. A tool used to
communicate between the reconnaissance coordinator,
squadron operations coordinator, and the imaging
facility or CVIC personnel. Q. What are the six
categories of hazardous materials? A. Flammable/Combustible
materials, Toxic materials, Corrosive materials,
Oxidizing materials, Aerosol materials, Compressed
gases. Q. State the purpose of
the Enlisted Distribution Verification
Report(EDVR) A. It's a monthly
statement that comes to the command that lists all
personnel assigned to the command, their rotation
dates, NEC's, rates, rank, social security numbers,
and other information. Congratulations
You
have been selected for the command advancement
program, proceed to a category square in which you
need a signature. Q. Describe a TACAN
approach. A. An approach 180
degrees relative to the final bearing with a left
hand holding pattern at an altitude and range
specified by CATCC. Q. State the principal
components of the helicopter rotor head. A. The hub, the
swashplate Got Wings? Signature
Card Categories Signatures Administration Operations Medical & Safety Basic Aviation Aircraft Aircraft Carriers Player's name The game takes only a few minutes
to set up. The game should take no longer than 60 minutes to
complete. However after the time allotted, if no player has
received his/her EAWS wings, then the players can choose to
carry the game into another playing period.
SET UP: RULES:
Got Wings? game premise bases
itself on a current educational need. I wanted to take an
existing EAWS study program and streamline its components.
The EAWS study material was very densely written and found
in multiple sources; publication (book) form, study site web
pages, as well as hand written notes from classroom lecture.
I started by incorporating the known study materials into a
condensed user friendly package. My next step was to make it
fun and inspire competition. The sheer volume of information
each EAWS candidate was expected to learn was staggering. My
research indicated that the information in its current form
was overwhelming. Demographic and learning based analysis
indicated that Navy personnel (target audience) would
respond well to the EAWS educational package presented in
game form. The following justifications
support my theory: - Target audience personnel prefer
to use the categorized card. Information cards provide an
efficient, portable, bullet form information breakdown.
- Target personnel desire to study
in groups. Camaraderie and action based learning ingrained
into Naval personnel. They enjoy good natured competition
amongst their fellow shipmates (peers). - The asking of a question in an
adrenaline based scenario is effective to simulate the
emotion that will be felt during questioning by the actual
EAWS board. The player must be able to answer all EAWS
questions with confidence, despite any nervousness that is
organic to the game, as well as the real thing. I selected a circular board route
(trivial pursuit style), with specific required stops, to
ensure that the player will experience questions from all
EAWS categories. The player learn the information actively,
when the questions are asked directly to them, or passively
when they hear the question asked to a fellow
player. The Signature Qualification Pad
portion of the game is reality based. Each Naval EAWS
candidate has to complete a Personnel Qualification Standard
(PQS) for EAWS qualification. The PQS requires signatures to
prove that each candidate completes each portion of the
syllabus. The Navy blue die is an accepted
tool to add the element of "chance". This adds the unknown
factor which elevates emotion. I added the "Chance" cards to
take the excitement a step further. To become completely accurate in
my analysis I prototype the board, the game, and the
learning objectives with Navy personnel who have already
earned their wings, as well as, with current EAWS board
members. I found during my studies that
sailors are tired after a long day on the job. They are
expected to study from dryly written manuals, and can not do
it effectively because of fatigue. In order to make "Got
Wings" effective I designed colorful cards and board, easy
rules of play, and group participation. I feel strongly that
this game will become an effective addition to the current
EAWS study material. The pace and tempo of the game should
reduce study time, and encourage learning. During game testing Naval enlisted
personnel of all ranks noted: * The game boards colors were too
pastel. They would have preferred a darker primary color
scheme. * The competition during the game
raised the players adrenaline level to mimic what they would
feel when sitting before an actual EAWS Board. The reading
of the questions aloud, as well as the memorization of the
answers added to retaining the information. * Generalized visuals and playing
pieces are a better choice than specific helicopters,
squadrons, and fixed wing aircraft. Specific identifiable
images and icons caused too much discussion on who wanted to
"be" what, and questions as to "why" another favorite image
or specific aviation related item was not "good enough" to
be included in the game. * The cards should be made out of
a harder cardboard and laminated. The cards need to be able
to stand up to dirt and excessive playing conditions.
* I was challenged in trying to
fold the game correctly. My final solution was to cut the
board and require each half to be joined before
play. * Players enjoyed being awarded
actual wings upon winning the game. * I initially designed the game
board to resemble an aircraft carrier, then a air base
overhead map. Both prototypes did not work. The game took
too long to play. I knew it was more important to finish the
game in a timely manner, players became lagged down at each
stop trying to answer correctly before moving on.
Helpful web sites: |
Last updated October 25, 1999