Ad Hoc Action Report (aAR) vs. After Action Report (AAR) a Real-Time

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Ad hoc Action Report (aAR) vs. After Action Report (AAR): A Real-Time
Approach to Performance Assessment for Multi-User Virtual Environments

ChrlsLlan S. Loh
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csloh[slu.edu

Abstract: The conventional belief of conducting a review session “after” training
events should be revisited. Given the ultra high speed processing power of
today’s computing technologies, post hoc reviews performed after hours of
training would seem extravagant. Transitioning the training into a simulated
virtual environment only solves the problem partially. Since every minute spent
on training still costs the organization money, it will be important to catch any
mistake made as early as possible. Operationally, we need a training system that
is capable of reviewing or reporting on the trainees’ performance (actions
performed) as it happens. An ad hoc Action Report (aAR), which allows the
trainers to catch the mistakes made by the trainees in a timely manner, and to
correct them before the errors become entrenched, is a better option. The
“Information Trails” is an innovative performance assessment methodology
targeted at multi-user virtual environments that allows for the ad hoc capturing
and reporting of player actions in real time during (game) play.


Introduction

After Action Review
1
is a standardized debrief or review process developed and adopted by the U.S.
military for the review of trainees’ performance after a training event (such as using a flight simulator) is
completed. An After Action Report (AAR)
2
, on the other hand, is the analytical report written (often by
the author of the training) after the completion of a sequence of goal-oriented actions carried out during
training. Even though the After Action Review and Report may differ in formats and styles, they are both
conducted after the training events with the same primary purpose to analyze the actions performed by
trainees (during training) for performance improvement. (In this paper, AAR is used specifically to mean
After Action Report, and not After Action Review.)

When AAR was first adopted by the military, the world at that time was without ultra high-speed
processing capability and sophisticated tracking technology. After all, how could anyone analyze the
outcome of a training event before it has even taken place? Hence, the notion of “after action” is a
reasonable one. Nevertheless, given the processing speed of today’s computers and advanced digital
technologies, a review that was performed after the completion of expensive training events would seem
extravagant, to say the least. Not only does it cost business organizations much money to put together

1
[Wikipedia entry] After Action Review (AAR) is a structured review or de-brief process for analyzing what happened, why it
happened, and how it can be done better, by the participants and those responsible for the project or event. After-action reviews
in the formal sense were originally developed by the U.S. Army and are used by all US military services and by many other non-
US organizations, even though less structured de-briefs after events have existed since time immemorial.

2
[Wikipedia entry] After Action Report (AAR) is any form of retrospective analysis on a given sequence of goal-oriented actions
previously undertaken, generally by the author himself. Example: The Commentaries on the Gallic War by Julius Caesar. In this
paper, AAR is used exclusively to mean After Action Report.

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training events, it costs the U.S. military even more to stage military exercises by mobilizing training
personnel and co-locating heavy equipment. The current trend, therefore, is to take advantage of
simulated (i.e., game-like or virtual) environments in order to reduce costs while keeping the benefits of
military training.

If an organization continues to require that the reviews/reports be conducted after the training events
(i.e., post hoc), then every minute spent by the trainees within the simulated environments must still carry
a cost. Furthermore, any mistake performed within a simulated environment that is not immediately
corrected runs a risk of being repeated (and hence, reinforced). While the MUVE provided the possibility
of training massive numbers of trainees simultaneously, the onus is on the trainers to ensure that the
trainees undergo sufficient training to be able to carry out their jobs. The assumption here is that the
computer program (of the MUVE) must be able to replace human trainers in the mundane training tasks.
But what about catching the mistakes committed by trainees?

Since it is not possible for trainers to be co-located beside trainees in a 1:1 ratio, it would be impossible to
detect the mistakes made by the trainees in a timely fashion. This means that man-made errors (which
may be fatal in a real life situation) could go unchallenged for the entire duration of the training (up to 20-
40 hours, or more, depending on the scale of the MUVE exercise). By then, an equal amount, or more,
training hours must be spent to unlearn the mistakes, making this a counter-intuitive process which could
double or triple the cost of training per trainee.

A logical solution would be to perform the action review/report as and when the actions are carried out in
real-time via ad hoc action reporting (aAR). This paper will first discuss the problems confronted in
performance assessment within a simulated environment, and then demonstrate how the problems may be
overcome through a working prototype which was developed by the author and his team.


The Potential: Training using Game-like/Virtual Environments

While businesses may prefer to distinguish themselves from one another by specifically naming their
products to reflect the targeted audience/market/purpose – e.g., game-like environments (entertainment),
virtual worlds (socialization) and serious games (training) – a more neutral approach is to refer to all of
these applications as Multi-User Virtual Environments (MUVE). Throughout this paper, MUVE will be
used to denote any technology that allows its users to explore a virtual environment (of any size), while
carrying out a sequence (or a range) of goal-oriented actions, for training or human performance
improvement. Not every action performed in the MUVE needs to be targeted for learning, teaching,
training, or instruction. Indeed, some of the MUVE may be created specifically for fun and profit; such as
the World of Warcraft and Second Life.

It is no wonder that a huge volume of publications have been generated in recent years pertaining to the
use of game-like environments (GLE), virtual worlds (VW) and serious games (SG) for education and
learning, given the increased interests in MUVE among educators, researchers, and training organizations.
This is evidenced by the tens of thousands of published journal articles on the matter indexed by the
Google Scholar Search Engine. While a large proportion of these discourses were centered on the
promotion or rebuttal of the technology (debating the high cost of implementation over benefits), the
majority of the rest appeared to be descriptive research and phenomenological accounts of the use of
games, or VW in social learning contexts.

Even though trainers and educators do recognize the need for more “data-driven assessments of learning”
(Mandinach & Honey, 2008), the problem appeared to be the lack of a “killer game” that would win over
the audience. Hence, very little effort has been channeled towards the development of a performance
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assessment methodology for use with these virtual environments. Most of the resources and money have
been put towards creating the next best game or virtual world. A competitive marketing approach to
produce the next best game/VW may benefit game developers in the short term, but the lack of
performance assessment tools and strategies will eventually become an obstacle to widespread adoption
and stunt the growth of the market.

Besides a development and marketing issue, there is another looming problem within the research
community. Because many education researchers have turned away from conducting large-scale random-
assignment experiments (Means, Haertel, & Moses, 2003), they must be content with fewer and fewer
tools and methodologies that will yield empirical data and generalizable research findings. The lack of a
working knowledge with game engines and virtual environment development tools also means they will
have little influence in affecting the market trend. Left to its own devices, the growing knowledge gap
caused by the lack of assessment methodologies will contribute towards the bottleneck in the adoption
process. If MUVE is to experience wider acceptance in the learning and training industry, there need to be
more innovations in the area of assessment and evaluation tools that are compatible with virtual
environment technologies.


The Problem: Virtual Environments

An important difference between video games for entertainment and ‘serious games’ intended for
learning and instruction is that of assessment (Chen & Michael, 2005). As there is no safe way to put a
probe into the mind of a learner (regardless of the learning environment) to directly sample the amount of
learning that occurs, educators must rely on external indicators for performance assessment and
evaluation. Within a physical face-to-face environment, a trainer can observe the learners’ classroom
behaviors (e.g., yawning, or on-task discussion) and document them as evidence of participation and as
assessment of the learning that occurred (Harrington, Meisels, McMahon, Dichtelmiller, & Jablon, 1997).
Unfortunately, as there is no direct means to observe or document learners’ behaviors in MUVE,
educators have thus far been prevented from using these well-tested classroom techniques to assess the
learning of their students.


Game Logs

Digital game publishers who produce commercial off-the-shelf (COTS) games for training and instruction
are well aware of the need for the inclusion of an assessment component in their products. Many real
world examples can be found as finalist entries of the annual Serious Games Showcase and Challenge
competition (http://www.sgschallege.com). Depending on the target market of these games, ‘assessment
components’ may include: a series of timestamps for important game events, the number of ‘kills’
achieved (especially in first person shooter games), the amount of time taken to complete certain tasks,
the total number of cases solved, or the percentages of the number of missions accomplished.
Conceivably, such information can then be retrieved either during or after the game play and used for
self-evaluation by the player themselves, or be kept as evidence of the training in-progress. Because no
information has been made available concerning how, or if, these data are actually being used for
evaluation, no one knows if these game statistics have any true value or not. It should not be surprising
that there has yet to be any consensus concerning the content or format of the game statistics collected for
this purpose.


Pretest-Posttest Design

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The overly simplistic nature of the game logs prompted some educators to adopt a pretest-posttest
experimental design to assess the learning with MUVE. In these cases, they would typically administer a
pretest before allowing the students to use MUVE (i.e., as an intervention), and then follow-up with a
posttest to measure the amount of learning that took place (e.g., Kebritchi, 2008). While evidence of
learning may indeed be measured using this method, the MUVE remained an impenetrable ‘black box.’

The ‘black-box’ nature of the pretest-posttest design means that trainers will not know for sure what chain
of events, or sequence of actions performed in the MUVE truly contributed to learning. External factors
could have entered the system and affected the data, and the researchers would be none the wiser.
Meaning, while the experiment works, no one knew for sure why and how it worked; meaning, the
replication of the success became a chanced event.

Furthermore, because pretest-posttest data is externally reported, it is possible to manipulate the data
collected. For example, students can manipulate the system to make a particularly interesting game
appears more effective than it really is by performing ‘poorly’ in the pretest. From the perspectives of
teachers and trainers, the reliance on posttest data could prove unsettling because by the time the
effectiveness of a learning module could be determined (post hoc), it might be too late for remediation.
Although this issue is not immediately apparent in ‘clinical’ research cases, it is a real problem because so
many COTS games require 20 to 40 hours (or longer) for completion!


Data Collection & Information Trails

In order to overcome the ‘black box’ effect of the pretest-posttest design, it would be necessary to sample
the data multiple times during the game play, but not afterwards – that is, with an ad hoc instead of a
post hoc sampling technique. In this way, trainers and teachers would be informed earlier about the
progress of the learners and able to prescribe remediation in a timely manner. If it is at all possible, the
player data should be collected internally using the software engine, instead of externally through human
input, to avoid introducing human error and self-reporting – that is, with in situ instead of ex situ
recording.

Based on his earlier works involving online user tracking (Loh, 2006)(Loh, 2007), Loh proposed a new
conceptual assessment design framework for serious games in 2007, which made use of in situ data
collection techniques for ad hoc assessment. This was later incorporated into the “Information Trails”
framework, and was tested for performance assessment using online MUVE. Conceptually, “Information
Trails” was comprised of a series of strategically placed and agent-traceable objectives (events) within
any information ecology (such as MUVE). Much like traffic cameras, ‘event recorders’ are placed at
strategic locations (nodes) to capture user-actions during key events. Once captured, the users’ actions
may then be analyzed at any time using any appropriate method to reconstruct the decision-making
process of the providers.

Since a decision is the product of a person’s knowledge schema, the effectiveness of a user’s actions –
speed, accuracy and strategy – within the information ecology can then be expressed as a function of the
users’ understanding of the learning problems (what they know), as well as their problem solving skills
(what they can do).


From Decisions to Actions and Behaviors

People’s actions and behaviors are ultimately determined by their decision making processes, no matter
the environment (virtual or physical). In a game scenario, if a particular path leads to certain death due to
- 2624 -
confrontation with a high-level boss, players must decide if they will find alternative routes, or be killed
by the boss. Should they avoid the confrontation, they would gain the option to strengthen their characters
and return for the challenge at a later time. The action (to turn away from a path) and the behavior (to
avoid the ‘road block’) exhibited by players are products of their logical thinking and decision making
processes. By documenting the players’ actions and behaviors methodically during game play sessions,
trainers and teachers will have the data they need for the assessment of learning.

From a designer’s point of view, the association of assessment with actionable learning objectives is
nothing new. The unique feature of Information Trails that sets it apart from the other assessment
attempts was the use of in situ data collection during game play for ad hoc reporting. Because the data
collection was done discreetly (both internally and automatically) by the game engine, testing and human
data input would become unnecessary. In fact, once the players’ data are captured by the database, the
trainers would be able to identify which actionable learning objectives had been met, and how trainees
met these objectives within the learning contexts of the game environments. The assessment framework
of Information Trails not only took into consideration the decision-making process of the players, but also
the actions and behaviors that arose from those thinking processes.


From Theory to Practice

In order to turn the Information Trails assessment framework from concept to a working prototype, a
suitable development platform has to be identified. The COTS game known as Neverwinter Nights
(NWN) was selected because it came with a game development kit that allowed for easy modification.
Moreover, a third-party “Event Listener”, called Neverwinter Nights eXtender (NWNX), was available to
act as a connector between the NWN game engine and the external database server. Figure 1 shows the
various relationships among various components: game engine, event listener, external database server,
actionable learning and game objectives, and the NWN Tracer reporting system for data visualization.
[Readers interested in more details about the Information Trails architecture are referred to other
published articles by Loh and his colleagues (Loh, Anantachai, Byun, & Lenox, 2007; Loh & Byun,
2009).]

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From its inception in 2007, the Information Trails has progressed from a standalone text-based prototype,
to an integrated assessment system with Neverwinter Nights 1, and then with Neverwinter Nights 2. The
NWN Tracer has likewise progressed from a JAVA application (version 1) to a Flex-based Internet
Application (version 2). Although the Information Trails and NWN Tracer system was created to track
players’ actions and behaviors, it did not (by design) indiscriminately capture every bit of available
information. Currently, it only checks for learning-objective related events within the MUVE, and
important key game events, such as: Entry/exit logging, Level ups, Items gained/lost, Items
equipped/unequipped, Module & area entered, Movement (path traversed in the game world), and
Conversation (not available in NWN1).

Information Trails: Prototype 1 (2007-2008) Prototype 2 (2009-present)
Game (year released): Neverwinter Nights 1 (2002) Neverwinter Nights 2 (2006)
Game Development Kit: Aurora Toolkit Electron Toolkit
Event Listener: NWNX 2 NWNX 4
Tracer Report: NWN Tracer 1 NWN2 Tracer
Development Platform: JAVA application Flex (Rich Internet Application)


NWN Tracer Report

Information Trails is an assessment design framework that advocates a match-up between goal-oriented
events with key game events. Players who have completed the special game events would have also
achieved the actionable learning objectives. Because it would be difficult for educators and trainers to
extract the vast amount of game data for assessment directly, some amount of data cleaning and
visualization is necessary to produce a humanly usable report.

Figure 1: Game Environment and Information Trails Architecture
- 2626 -

Figure 2 shows the path traversed by a player in an area known as the Fernesk Mine. In this case (NWN
Tracer 1), the path traversed was drawn to scale based on internal coordinates provided by the NWN
game engine. The Mine Entrance is red in color, indicating it to be the “Starting Point” of the area. The
rest of the blue boxes represent a sequence of snapshots for the player’s position (action markers) within
the MUVE, taken at six-second intervals. The green line simply connected the ‘dots’ of the action
markers, giving a general sense of how the player traversed the Mine from Entrance to Destination.
Because the sampling of data occurred at 6-second intervals, they are said to be a “lossy” (instead of
“loseless’) representation.

The JAVA application in NWN1 Tracer could only show the path traversed against a white background.
The minimalistic box-and-line drawing failed to reveal any obstacle found in the mine that may have
contributed to the path being “chosen” in this manner. This issue has been rectified in a later version of
the Tracer, in which the path traversed has been overlaid upon an overhead view of the game area. The
visual cues provided by the full-color bird’s-eye view of the area were important to training managers
because they could finally match trainee’s actions to the geographical layout of the MUVE.

Figure 2: Box-and-line drawing showing the path traversed by a player.

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Because the NWN Tracers are software applications, they allowed the trainee’s movement markers to be
animated (time-lapsed). Furthermore, a “mouse-over” of the action markers will reveal additional player
information. In Figure 3 below, a trainer was able to identify the exact time (2007-01-22, 03:02:05) Junta
Khan acquired the Master Key (item) to unlock the gate blocking the Maze Exit. Interactive features such
as these are not possible in a printed (paper-based) AAR, at all.


Limitations

Because the NWN game engine was developed without the benefit of “Information Trails,” some of the
available game functions were considered incompatible or too limited for the purpose of game-based
learning. For example, game developers of NWN1 wrote just two functions, item_gained and item_lost,
to represent all possibilities involving the adding or removal of items from a player’s inventory. There
was no way to differentiate how these items were added or removed from the player’s inventory within
NWN1, even though players could gain items through any of the following means:
• obtained from a treasure chest
• bought from a merchant
• stolen from a non-player character (NPC)
• looted from a fallen enemy
• made by combining items (crafting) in the player’s inventory
• created by a special spell
• given by an NPC, or another player in a persistent world


Figure 3. Moving the cursor over the Action Markers (white boxes)
will reveal more information about the player’s actions.
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From the point of view of the game developer, however, all seven actions listed above were mere
semantic differences and could be represented with just one function, item_gained. Readers should
understand that the economy of game development was obviously very different for game assessment.
Semantic differences such as these constituted important information to trainers and had immense value
for ad hoc reporting, while they represent (pointless) additional work for the developers. This is reason
enough to integrate Information Trails into the game engine, or at the very least during the game design
phase, and not be retrofitted to the game after it has been released.


Conclusions

Training and instruction using MUVE are truly innovative approaches in training and education. However,
the assessment tools for MUVE must be equally innovative! Designing games for learning is quite
different from designing videogames because the former required the instructional designer to take into
consideration the element of assessment. Linda G. Roberts, Director of Education Technology to the U.S.
Department of Education, once said, “I believed that researchers could improve the design and collection
of data. Just as new technology created new opportunities for learning, it created ways to invent new tools
for research and evaluation, particularly ways to track and monitor what, how, and when learning
occurred” (2003, p. viii). New assessment methodology must keep pace with the advances of technology
for MUVE, in order to provide educators with the assessment data needed to garner support from
stakeholders for these innovative instructional approaches.

When integrated with a game engine, the Information Trails allowed ad hoc action reporting that revealed
what the trainees really “do” in MUVE. Instead of waiting for the entire training exercise to be complete
before debriefing the trainees, the aAR provided trainers with a means to understand the trainees’
decision making process as and when it occurred. The advantages provided by a software-based ad hoc
Action Report include interactivity, real time reporting, and customizability. The aAR will not only cut
down training time, but also allow for immediate feedback to take place between the trainers and the
trainees. Mistakes committed during training could now be rectified immediately before they ran the risk
of becoming entrenched. The implications for an aAR is impressive and should be targeted for further
development by any organization interested in training using MUVE. As an innovative assessment
methodology, “Information Trails” may be incorporated into a commercial game engine to give rise to an
“improved” version of the game engine, allowing for ad hoc action reporting (aAR). It is foreseen that
real-time aAR would serve to benefit corporations and military organizations by reducing the time and
cost of training in multi-user virtual environments.


Acknowledgement: This research is made possible in part through the Defense University Research
Instrumentation Program (DURIP) grant from the U.S. Army Research Office, and support from the Southern
Illinois University Carbondale.


References

Chen, S., & Michael, D. (2005). Proof of learning: Assessment in serious games. Gamasutra. Retrieved
from http://www.gamasutra.com/features/20051019/chen_01.shtml
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Documenting and Assessing Learning. Ann Arbor, MI: Rebus, Inc.
Kebritchi, M. (2008). Effects of a computer game on mathematics achievement and class motivation: An
experimental study. Unpublished Doctoral Dissertation, University of Central Florida, Orlando,
FL.
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Loh, C. S. (2006). Tracking an avatar: Designing data collection into online games. Paper presented at
the annual conference of the Association for Educational Communications and Technology
(AECT 2006), Dallas, TX.
Loh, C. S. (2007). Designing online games assessment as "Information Trails". In D. Gibson, C. Aldrich
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Loh, C. S., Anantachai, A., Byun, J., & Lenox, J. (2007). Assessing what players learned in serious
games: in situ data collection, information trails, and quantitative analysis. Paper presented at the
Computer Games: AI, Animation, Mobile, Educational & Serious Games (CGAMES 2007),
Louisville, KY.
Loh, C. S., & Byun, J. H. (2009). Modding Neverwinter Nights into serious games. In D. Gibson & Y. K.
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Environments (pp. 408-426). Hershey, PA: Information Science Reference.
Mandinach, E. B., & Honey, M. (2008). Data-Driven School Improvement: Linking Data and Learning.
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Means, B., Haertel, G. D., & Moses, L. (2003). Evaluating the effects of learning technologies. In G. D.
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Technology: Effective Research Designs for Improving Learning (pp. vii-x). New York, NY:
Teachers College Press.


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