FLEET DOCTOR TO AIRPOWER
2100
From Tailored Solution to Learning Environment
J.W. Kearney, M. Heffernan, J. McLuckie
Abstract
The Royal Australian Air Force
(RAAF) operates a fleet of 36 F-111 aircraft based at Amberley in South East
Queensland. The fleet is a multivariate
system with complex dynamics constrained by economic and human resources. In
1994, the aircraft fleet was experiencing declining availability and
operational capability. The
implementation of long term strategic planning was extremely difficult due to
the complexity of the system and the rotation of military staff on a three yearly
basis. To analyse the system, a dynamics
simulation model was developed in Ithink software
coupled with a database and graphics software.
The model was then used to develop a fleet strategic recovery plan.
However the system learning gained through model development has since
dispersed and the need for an F-111 system learning environment was recognised.
Furthermore the Australian
Government Audit Office has recently investigated Defence preparedness. The
report 1 highlighted the same basic systemic problems as were found
in the F-111 fleet were more widespread and generic in nature. To address the specific F-111 learning
environment problem, and to reinforce the system solution, a game has been
developed called Airpower 2100. The game
was created to sensitise people to the interactions and dynamics involved in
managing a complex aircraft weapon system as well as
weapon system preparedness. The game play takes 3 hours and coupled with a
tailored education program aimed at developing better management strategies.
Evaluation of the effectiveness of the game is being monitored by a capability
based survey given before and after the game play. This survey, similar to the College and
University Classroom Environment Inventory (CUCEI) model 2, measures
participants perceptions, attitudes and confidence in
their ability to control the weapon system after the gaming experience.
This paper will outline the movement
from a tailored system dynamics solution to addressing the generic learning
problem. It reports the initial stages
of achieving a learning organisational culture and the implications for future
applications of these techniques.
Background
The RAAF utilise a fleet of General
Dynamics F-111 aircraft for strategic strike missions and reconnaissance. This
fleet consists of F-111C strike, RF-111C reconnaissance and F-111G
aircraft. The F-111 fleet is currently
subject to a major mid life avionics modernisation
program and a number of ongoing less major capability enhancements. The objective of fleet management is to
sustain current operational availability, be capable of escalated operational
demand and continually upgrade the weapon system capability. This task can be
represented by a complex interaction of logistics, maintenance, facilities,
human resources, and capital acquisition programs.
Strategic Analysis
In 1994 it was recognised that the
F-111 fleet was experiencing declining availability and capability with
deteriorating future trends. In order to
analyse the system a strategic model of F-111 fleet operations was developed.
The model, entitled FleetStrat2020, investigates the interactions within the
system that were leading to reduced availability and capability. This model,
incorporating many assumptions, treats the F-111 system as one amorphous fleet
structure. The model was used to derive
a set of strategic corrective actions to be applied to the F-111 fleet. However, the strategic model was inadequate
for detailed tactical implementation of these actions and so further
development was carried out.
Tactical Analysis
The next phase was the development
of Fleet DoctorÒ, an integrated F-111 fleet scheduling
tool. This tool incorporated a detailed Ithink
dynamic simulation model, a database engine, and graphical display software, as
shown in Figure 1. The simulation now modelled the F-111 fleet in detail with
all 36 aircraft and subfleets being steered through
characteristic logistics, operations, maintenance and capability upgrade
environments. Building on the knowledge
gained from the strategic model the recovery strategies were simulated to
generate a detailed 10 year plan of fleet recovery. Fleet DoctorÒ has been used for 18 months in fleet scheduling and has generated
improvements in fleet capability and preparedness 3.
Figure
1. Fleet
Doctor Process Overview
Systemic Problem
The Australian Government Audit
Office report on the management of Australian Defence Force Preparedness found,
amongst other things, that resource implications of different preparedness
states were not adequately articulated.
This replicated the systemic problem identified within the F-111 fleet
environment. The report also stated that
management information systems were needed to measure achievement of
preparedness. Whilst Fleet DoctorÒ was capable of addressing this specific need for evaluating F-111
preparedness 4,
it was concluded that the generic problems that were identified
in the Auditors Report were similar to
those seen in the specific F-111 fleet.
Learning Environment
The tailored systems dynamics
solutions installed at Amberley for the specific F-111 fleet management were
developed by a dedicated team. The systems knowledge gained through the process
was only held by those within the team. This knowledge was being progressively
dissipated as military staff rotations took place. It was recognised that a
more generic learning environment would be required to retain this knowledge
and broaden the exposure of RAAF staff to the use of system dynamics for
effective weapon system management. To achieve this goal a prototype game was
developed along similar lines to The
Manufacturing Game Ô 5 and Friday Night at the ER Ô 6 . This
game, in part, replicated the interactions within the F-111 weapons system but
mimicked the underlying dynamic behaviour. The game, called Airpower 2100,
encapsulated the need for strategy development in achieving availability
targets. The script for the game introduces the players to environmental
changes that are outside the players control, are unscheduled and are similar
to the actual activities of the real environment. This includes rapid changes
in flying rate to meet contingencies and illustrates the concept of being
‘prepared’.
Survey
To evaluate the prototype game
representative cross section of F-111 personnel, based at Amberley,
were surveyed prior to playing the game in order to establish a baseline
profile of their knowledge. The results of this survey were scored in order to
get an indicative profile of the players. Figure 2 shows this profile
indicating the pronounced lack of F-111 system knowledge significant
deficiency in preparedness knowledge and generally poor control
knowledge. These results confirmed that a generic learning environment
was required before sustainable improvement would be achieved.
Legend :
S=System C=Control P=Preparedness E=Elements
F=F-111 System
Figure 2: Base Knowledge Survey Results
First Trial
The game was trialed
at Amberley on
23 April 1997 with players from F-111 operations, maintenance and logistics who
had been surveyed. The Airpower 2100
game not only mimicked the complex dynamic behaviour of the system but players
interacted as if in the real environment. Some of the noteworthy benefits
observed were:
a. All players gained insight into the
systemic problem.
b. Most
players experienced a feeling of utter hopelessness when embroiled in the
system dynamics.
c. No players questioned the limits of
their control within the game.
d. Only one
player requested the same short term ‘get well’ method as used in the real
environment.
Trial Conclusions
Players found difficulty in
developing control strategies and were not sure of their level of control. Subsequently it was decided to modify the
game script to incorporate a mid play break allowing
an opportunity for
players to develop strategy. The game was effective in illustrating system
operation but was less effective in illustrating the concepts of preparedness.
Players could be asked about planning activities that they could do to meet the
increased operational effort
3 game cycles ahead.
Greater learning could be gained
from game play if more opportunity existed for players to explore various
control strategies. This outcome would address the deficiency identified in the
survey. To achieve this approach greater
flexibility within the game script for provision of extra resources was incorporated.
To force a better understanding of preparedness players needed to be coerced
into analysing their ability to meet projected future operational demand.
Four game boards with three players
on each board were used in the first trial.
The knowledge gap of some players caused net game cycle rate to be very
slow. The game was modified to allow each game board team to cycle
independently if required. Some players clearly needed more time to assimilate
and comprehend the system dynamics. Some players had difficulty adjusting to
the paper recording system and it was concluded that a set of sample records
should be produced to accelerate game familiarity.
What the Critics Said
Airpower 2100 was seen as an
effective generic learning environment. The debrief survey indicated that all
players gained insight into the F-111 system and to a lessor
degree preparedness. To quote one respondent
It didn’t seem to matter how well I tried to
play everybody ended up in strife. Now I don’t feel so bad. One young F-111 pilot commented It should be played by the Air Commander.
There appears only one way to win and that is to reduce the flying commitment.
Critical Observations
The military paradigm of not
questioning the bounds of the game was observed. Reducing the maintenance
interval was never questioned as a means of achieving better performance. The game was extremely successful in
illustrating the effects of external influences on the stability of the fleet
system. Most players acknowledged that without observing the total system there
was no chance of achieving control. A significant benefit came from the
personal interaction of players who normally did not interact in the real
environment.
The first trial of the game also
provided feedback to the trainers. There
was a need for discussion early in the game facilitation as an ice breaker. The
trainers realised that players had, in some instances, no base knowledge. A
need for more elaborate explanation of the game process was recognised. The trainers also recognised that most
players need more time to assimilate their learning. The facilitation process
was adjusted accordingly.
Second Trial
A second trial of the game was
performed on 20 May 1997 at the Australian Defence Force Academy (ADFA) in
Canberra. The game players were more
senior military staff and civilian personnel. The latter having no knowledge of
F-111 operations. These players were
given the same pre-game survey as the first trial group. Similar results were
obtained.
Second Trial Conclusions
The adjustments made to the script
to allow for more time for strategy development were very successful. The increased level of game facilitation made
initial game learning more accelerated and effective. The ability of individual
game teams to operate independently was also effective. Higher levels of Systems knowledge and Preparedness
knowledge, evidenced in the pre-game survey helped the players develop strategy
and understand control more rapidly.
Post Game Debrief
Most players recognised the benefits
of team cooperation. The civilian players were able to see the relevance of
Airpower 2100 game in a non military environment.
Some notable quotes were:
Strategy requires experience and learning. The game provided both of
these opportunities.
Not quite as good as sex but nearly as complicated.
Reinforced my understanding
of the inherent complexity of the system and the need for mutual understanding
between elements.
I did not feel in control and this was just how I felt when working
in the F-111 environment.
It confirmed, in my mind, that this was not an easy system to
manage, especially if people won’t compromise.
Future Direction
The game has been refined to the
point where it can be introduced into the training and education processes
within the RAAF. The measurement of educational improvement will be monitored
using the College and University Classroom Environment Inventory (CUCEI) model.
This activity is scheduled for August 1997. Furthermore, a more generic version
of the game is being developed which deletes specific reference to the F-111
environment and to RAAF terminologies. This is to assist in playing the game in
a totally non-military context and to “globalise” the game.
Conclusions
An F-111 system
learning environment has been developed which increases the level of
understanding and awareness of the F-111 fleer system dynamics. The learning
environment captures generic dynamics and has applicability that extends well
beyond the F-111 fleet and the RAAF.
Bibliography:
1. Commonwealth Government, The Auditor-General, Audit Report No 17, 2
April 1996, Management of Australian
Defence Force Preparedness, Australian Government Publishing Service.
2. Fraser, B.J., Treagust, D.F., Williamson,
J.C., & Tobin K.G. (1987). Validation
and Application of the College and University Classroom Environment Inventory
(CUCEI). In B.J. Fraser (ed.), The study of
learning environments, 5, 17-30.
3. Kearney
J.W., M. Heffernan, J. McLuckie (1996), Australian
Systems Conference Proceeding, Applying
Systems Thinking to Aircraft Fleet Management, Monash University, Melbourne.
4. Kearney
J.W., J. McLuckie (1996), Proceeding of System Dynamics and Systems
Thinking in Defence and Government, Preparedness and Weapon System Master
Planning, University of New South Wales, University College, Canberra.
5. Winston
Ledet, The Du
Pont Manufacturing Game pp550 , The Fifth Discipline Fieldbook Peter Senge et al
Currency/Doubleday 1994 (email wpledet@aol.com)
6. Bette
Gardner, Breakthrough Learning, Inc. (email: BTLng@AOL.com)
7. K.E.
Ricci, E. Salas, J. A. Cannon-Bowers, Do
Computer Based Games Facilitate Knowledge Acquisition and Retention?, Naval Air Warfare Center
Training Systems Division, Orlando, Florida, Military
Psychology, 8(4) 295-307.