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European Conference on Games Based Learning (ECGBL)
The University of Defence formed a professional-level gaming group to channel students' interest in tactical games toward command and combat skills.
The paper describes the University of Defence in Brno's efforts to expand its training and education of new Czech Army officers through simulation technology, with particular focus on the newly acquired MASA SWORD simulator. It traces the institution's progression from a professional-level computer gaming group, formed to channel students' interest in tactical games toward command and combat skills, to a broader program using constructive and virtual simulations such as VBS4. The authors argue that simulators reduce the cost, preparation time, and physical risk associated with live military exercises, while allowing students to build tactical habits and learn from errors through After-Action Reviews before field training.
The central argument is that a comprehensive tactical simulator, built by interconnecting several specialized tools, is needed to cover training, doctrine development, acquisition, and decision support. The paper contends that the most practical route is a multi-simulator architecture in which each component offers as many capabilities as possible, keeping acquisition, maintenance, and training costs low. Within this framework, MASA SWORD is presented as a valuable component. It operates at company to division level, provides scenario-building and analytical tools, and can be run by a single supervisor whose integrated artificial intelligence controls the behavior of aggregated units. Its analytical functions allow scenarios to be run repeatedly and compared, which the authors highlight as particularly useful for acquisition and operational research.
The paper is largely descriptive and conceptual rather than empirical. It does not present experimental results or quantitative outcome data for the simulator's use at the university. Its stated evaluation plan, which includes comparing study results with previous years, administering a questionnaire survey, and conducting semi-structured interviews with alumni commanders, is still prospective, and the authors also reference brainstorming and expert interviews as ongoing data sources. The discussion also acknowledges that simulators cannot replace field training and combat experience, and notes that the artillery fire control component is largely automated, limiting user intervention.
European Conference on Games Based Learning (ECGBL) · 2026