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



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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Spore PDF Print E-mail
Written by Yadi Ziaeehezarjeribi   
Friday, 26 December 2008


Spore™ is a video game which has taken America by storm. It contains various developmental levels of engagement. As with many other Commercial off the Shelf (COTS) video games, Spore was designed by William Wright creator of the ever popular simulation builder SimCity purely for entertainment purposes but has elements of science which can support learning in genetics and biology. I managed to download the free version of Spore which allows me to create creatures with unique shapes that can adapt to new environments. Spore is great for developing an interest in basic biology and science practices and provides a creative and imaginative world of wonder for people of all ages. Although the Cell level provides creative ways to design and engage with science at the cellular level, defense mechanisms can be designed into a  creature at the cellular level to handle challenges which show up at the Civilization level.  

While Spore™ is intended only to mimic some realistic attribute of nature and science, it does provoke some curiosity in life science, which is an opportunity to practice scientific vocabulary and social engagement. According to William Wright (2007), the creator of the game, “there is nothing more interactive than making a universe come to life. The games acts as a “player’s imagination amplifier” through the use of creative tools. Furthermore, the discussion that Spore does not teach real science has brought a seious debate in the field of gaming and science.


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