Professor Thomas P.M. Barnett is a Senior Strategic Researcher in the Warfare Analysis & Research Department, Center for Naval Warfare Studies, U.S. Naval War College. Currently, Thomas is on temporary assignment as the Assistant for Strategic Futures, Office of Force Transformation (OFT), Office of the Secretary of Defense, where he is working with OFT Director Vice Admiral Arthur K. Cebrowski (USN, ret.) on a cluster of strategic concepts that link change in the international security environment to the imperative of transforming U.S. military capabilities to meet future threats.
Thomas has published a number of articles explaining these strategic concepts, which he presents comprehensively in a briefing entitled, "A Future Worth Creating: Defense Transformation in the New Security Environment."
At the Naval War College, he serves as Director of the NewRuleSets.Project, an ambitious effort to draw new "maps" of power and influence in the world economy so as to expand the U.S. Military's--and specifically, the U.S. Navy's--vision of where and how it can wield maximum influence across the international security environment of the Era of Globalization.
Donald Schon made a remarkable contribution to our understanding of the theory and practice of learning. His innovative thinking around notions such as ‘the learning society’, ‘double-loop learning’ and ‘reflection-in-action’ has become part of the language of education. We explore his work and some of the key themes that emerge. What assessment can we make now?
Donald Alan Schon (1930-1997) trained as a philosopher, but it was his concern with the development of reflective practice and learning systems within organizations and communities for which he is remembered. Significantly, he was also an accomplished pianist and clarinettist – playing in both jazz and chamber groups. This interest in improvisation and structure was mirrored in his academic writing, most notably in his exploration of professional’s ability to ‘think on their feet’. On this page we review his achievements and focus on three elements of his thinking: learning systems (and learning societies and institutions); double-loop and organizational learning (arising out of his collaboration with Chris Argyris); and the relationship of reflection-in-action to professional activity.
Video games simulate sports, business, and war. Why not politics?
By Steven Johnson
Posted Tuesday, Dec. 16, 2003, at 10:58 AM PT
If you browse through the titles and descriptions of the "simulation" games at any software store, you might think you were looking at the syllabus of a sociology lecture. Beyond the ever-popular SimCity franchise are games such as Tropico that let you run a virtual banana republic, or ones like Civilization and Age of Empires that reconstruct historical epochs with astonishing levels of detail. A recent game called Republic allows players to simulate the overthrow of an authoritarian Eastern bloc regime: You can build an insurgent military force, or you can win converts through old-fashioned ideological persuasion. Now, the Tate Gallery in London has funded an ambitious project to simulate an alternate political system using the conventions of multiplayer online gaming.
The Iowa Electronic Markets are real-money futures markets in which contract payoffs depend on economic and political events such as elections. These markets are operated by faculty at the University of Iowa Tippie College of Business as part of our research and teaching mission.
As part of the U.S. Army modernization, combat units are being equipped with networked computer systems in a program known as digitization. Research indicates that the similarity of trainees’ knowledge structure to an expert structure is correlated with skill acquisition and is predictive of skill retention and skill transfer. Therefore, it is important to know if a quick and effective method of training is possible.
The current state-of-the-art in regards to modeling of the synthetic natural environment is in video games, not simulations. Furthermore, research has shown the greater range of inputs in training, the higher the retention. Specific to the military, a 1998 study entitled Combat Vehicle Identification: An adaptive computer-based training system incorporating a hybrid adult learning model and rich imagery, showed trainees with rich imagery achieved higher scores than subjects training with a lecture presentation style without the rich imagery.
Stocking Stuffer Idea #1
The FlashpontX is a $99, 512MB USB thumb-drive, with a twist. It has a female USB jack, and if you plug any other USB drive into it, any files in your "share" directory on the thumb-drive will be automatically copied over to the other key. So you can copy all your files even if you don't have a laptop handy. I've got my current 256MB thumb-drive strung on the wrist-strap of my phone, so it's always with me -- it'd be great to be able to just load up a share-point wiht a ton of stuff like the Wired CD, my latest novel, and so on, and hand it out to friends when we get togehter for coffee for fast drive-to-drive copying.
By Jose Antonio Vargas
Washington Post Staff Writer
Monday, October 18, 2004; Page A01
Glucoboy, a glucose meter that can be connected to a Nintendo GameBoy, will be available for kids with diabetes this spring. SuperCharged!, released last year, helps physics students understand electromagnetism; Virtual U, released in 2001, lets players take on the role of a university president.
By the end of next year, the Federal Budget Game -- how do you solve the deficit? -- will be available to play online.
The U.S. military early on recognized the use of "serious games" -- the term used to describe video games for non-entertainment purposes. The Pentagon spends more than $4 billion a year on simulation equipment and war games, and this week will tell what it has learned to other NATO members at a conference in The Hague titled "Exploiting Commercial Games for Military Use."