View Full Version : Using DW as team building experience for teenagers-thoughts?
NavyEDO
09-07-05, 06:30 PM
I'm a volunteer for a Navy League Sea Cadets unit. The purpose of the organization is to promote maritime interests amongst kids - thats the long description. The short is we are sort of a sea version of the boy scouts, somewhat affiliated with the Navy reserve.
Up front, I have NOT purchased DW yet. I DLd the demo and it looks interesting, but I Would like to know if it will fit my needs before spending the money.
Heres my question. The multi-station model of DW looks attractive to me from a "team building" standpoint. We have a computer lab we can work with where the kids could all act as different stations and would have to work together to complete a goal.
Has anyone played the multi station multiplayer model? How did it play out? Given my objective, can anyone give me an idea of if this would be a good product to use, or are there alternatives I should consider? What would be a good mission design?
I realize this is using the software in a way never intended, but I'm really looking for something like this that the kids would find "engaging".
Thoughts?
Sea Demon
09-07-05, 06:47 PM
Hello and welcome:
I've never tried multi-station myself, but I can see how DW might meet your needs. I can see how the crew aspect of the simulator might help you teach teamwork/teambuilding to these youngsters. Especially since it's naval based, I think it would continue to build the and maintain interest in maritime careers. I'm speaking only as a single player and hope that others who have tried the multi-station mode speak up.
Best Wishes,
Sea Demon
TLAM Strike
09-07-05, 07:11 PM
I've used MS a few times and it would be a great tool for you. Teamwork and professonalism are the most important things, I’ve seen teams work well when they use each members strengths and I’ve seen teams fail when everyone battles for control.
Of course training the cadets to use their assigned stations would probably take some individual attention. Even beyond signle unit MS DW would be good especially with the FFG and MH-60, you could have one large group of cadets manning the FFG and one or two groups of two or three manning the helos.
The mission editor will be a great tool for you, rather than using missions created by others you can build your own mission to what you want to accomplish. Instead of a chaotic engagement or one where certain units are under used, you can make a structured mission where each cadet is important.
NavyEDO
09-07-05, 07:18 PM
A comment I recieved from a rep of the publisher indicated that the level of detail and complexity might be too much for kids. We have two groups we work with - one is 12-13 year olds, the other 14-18.
Kapitan
09-08-05, 01:19 AM
as a former member of a marine cadet corps i do say that the level of complexity is a bit high but give it a week and they be teaching you some thing :up:
i was a marine cadet attached to 551 troop we had ages 13 to 18 there and three of those guys had DW my self included they didnt have no problems with levels of reality so im sure your guys arnt either
PeriscopeDepth
09-08-05, 01:48 AM
Sports would be good too. :)
LuftWolf
09-08-05, 03:14 AM
Dangerous Waters' multistation mode combined with a generally immersive experience in the lab will go very far, in my opinion, in showing young adults the types of responsibilities one has as a team member on a combat vessel. I would recommend you starting out as the capitain and then handing that responsibility off to varying members.
In addition, the DW Mission Editor is allows you to create a wide variety of scenarios, and many many options for non-combative operations, allowing you to simulate drills and procedure checks. After they have trained, perhaps you can create a scenario where they face a sudden ASM attack or hostile submerged track and they can learn the difference between practice and response under pressure. :up:
DW as a tool for building team work, interest in the Navy, and naval operations knowledge, spot-on and definately an A+, IMHO.
In terms of the age, I have been firing ADCAPs since I was 8. :up:
I think the interest level needs to be gaged in terms of how seriously the excercise is run. It should certainly be fun. :-j
A comment I recieved from a rep of the publisher indicated that the level of detail and complexity might be too much for kids. We have two groups we work with - one is 12-13 year olds, the other 14-18.
One of the top divers in Seawolves ever was 13 year of age.
Let me guess Fish, it was you. :know:
NavyEDO
09-08-05, 09:32 AM
Periscope - don't think we'll skimp on PRT!!!
Just want something that is also navy related.
I really appreciate the feedback. I'm going to have to do some investigation but it shows some real promise based on your comments. Please keep them coming, and I'll keep you up to date on what we do!
I particularly appreciate the guidance on how to structure it for training.
Let me guess Fish, it was you. :know:
When I was at the age of 13, subs where made of wood, and crews of steel. :|\
As a former NJROTC cadet, ROTC Midshipman, and then US Naval Officer flying P-3 C UII, I would highly recommend it for team building and young officer type programs...the only trouble is the steep learning curve of the game, do not try and learn it with them, know what you are doing before presenting it to them.
I think you may find that kids will lose interest quickly, so the scenerio you use needs to develop quickly (gain contact quickly vice the real life waiting game...) and be fun with fairly easy solutions (that is until they become hooked...).
If you need guidence with the P-3, let me know, be glad to help and fly the some precanned missions with you from HL.
Cheers
Beer
gdogghenrikson
09-09-05, 07:12 PM
sounds like you could give it a try. I don't think teenage kids have the attetion span for this game though.
I think DW would be an excellent tool for teaching team based skills.
The complexity is nothing beyond the age group you are describing, and i dont belive beyond their attention span.
Give it a go, i think youd be surprised by the results. :know:
Sea Demon
09-09-05, 10:14 PM
A comment I recieved from a rep of the publisher indicated that the level of detail and complexity might be too much for kids. We have two groups we work with - one is 12-13 year olds, the other 14-18.
I think you might be amazed. My 13 (almost 14) year old cousin just built his own computer from parts. All by himself. :cool: If a kid who is a couple of months from his 14th birthday can do that, I don't think DW is too difficult to grasp for these kids. Some of these youngsters are often smarter than we give them credit.
Sea Demon
TLAM Strike
09-09-05, 10:47 PM
I agree with Sea Demon. I purchased Sub Command when I was about 16 and grasped the major concepts of the sim in about 2 weeks. I don't think DW will be beyond the understanding of the group of people your talking about. :yep:
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