Newsflash

Learning Strategies in Play during Basic Training for
Medal of Honor and Call of Duty Video Games

 

Abstract

This study, based on experiential play methodology was used to explore student engagement while playing Medal of Honor (2002) and Call of Duty (2003). It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely widely varied and limited in terms of the methodological rigor incorporated. An Experiential Mode Framework (EMF), a newly designed micro-analysis methodology of student engagement during game play (Appelman 2005 & 2007b), was used for data collection and analysis. This study sought to determine if there is a consistent pattern between the manner in which a Novice and Expert player engage with a particular game. This was accomplished through observation at a micro level while players learned, strategized, and performed as they entered into new gaming environments.  The results of this study are limited.  However, the data analysis conducted here demonstrates the player’s ability to problem solve through difficult obstacles using navigational strategies in virtual spaces. It also reveals distinct player abilities to manipulate alternatives or information within the game. Medal of Honor and Call of Duty training components provided explicit instructions needed to play the game. Although results were skewed by time constraints and convenient sampling, it was found that while the game instructions were redundant, some players did not necessarily attend to spoken or written instructions which were critical components of the training session and often crucial for successful completion of milestones (objectives). This book is available at Barnes & Noble.


 

 


 

 

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Digital Voodoo Review
Written by Web Master   
Friday, 10 May 2013
 This site is dedicated to gathering and disseminating information about entertainment and educational video games for Prekindergarten through college.  Our goal is to begin a widespread discussion on the effective use of video games to support learning.You will find articles about research in the field of gaming and simulation.We have provided a blog where you can both find and post information on innovative ideas to share with others.Please feel  free to post your ideas and suggestions
Last Updated ( Tuesday, 14 May 2013 )
Read more...
 
GDC 2014
Written by Yadi Ziaeehezarjeribi   
Saturday, 11 May 2013

Please visit us at Digital Immersive Community website.

Digitalimmersivecommunity.com/Blog  

Game Developer Conference (GDC 2014) 

San Francisco CA,

 

Serious Game Summit 2014

 

Repurposing  COTS Games

Ziaeehezarjeribi, Y., Graves, I., & Gentry, J. (2010). From theory to pratice, repurposing COTS games for P-12. In A Hirumi (Ed.), Digital Video Games for Pr-12 Education: Engaging Learning through Interactive Entertainment.

 

Ingrid Graves &Yadi Ziaeehezarjeribi  Presenters on Submission:

Microblogging with University Students 24/7: Twitter Comes of Age.

AECT 2010 presentation in Anaheim

Wednesday October, 27  3:30pm to 4:30pm

 

 

 

2009 AECT International Convention

Meeting the Challenges of Traditional Learners in a 3D Virtual Environment:
Preservice Teachers Learn to use the Prism of Avatars for Instruction.

Galt House, Louisville, Kentucky

Presenters: Ingrid Graves, Yadi Ziaeehezarjeribi

 

 
2008 AECT International Convention
Presentation, November 4-8, 2008
BUENA VISTA PALACE HOTEL
Orlando, Florida
Title: Effective use of computer gaming technology in K-12 classrooms 
Yadi Ziaeehezajeribi
Paige Worrell
Ingrid Graves

One Laptop per child

The vision behind One Laptop Per Child.  

TED Update on Negroponte’s OLPC dream 
Yves Behar: Creating objects that tell stories
  
Last Updated ( Sunday, 09 February 2014 )
 
Most Recent Study
Written by Yadi Ziaeehezarjeribi   
Thursday, 09 August 2007
Our most recent work explores the use of games and simulations in K-12 environments. The basic principals and cognitive rational for the use of this technology is first explained based on a new generation of “players” and students accustomed to dynamic learning. With the physical infrastructure of computer technology in place, simulations and games, become a viable source for training and development and are extremely valuable in the engagement of learners both as individual and collective interaction. Implications for both policy and classroom use of video games is explored. Practical considerations for repurposing COTS (Commercial off the shelf) games for P-12 will be explored with direct correlation to national standards in content areas.  

 

Last Updated ( Tuesday, 12 May 2009 )
 
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