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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Written by Yadi Zziaeehezarjeribi   
Saturday, 15 January 2011

Call of Duty Video Games (First Person Shooter)

Call of Duty (COD). Video game intended and rated for children ages thirteen and older.  According to Activision (2003), “Through the lens of a first person video game, players experience “epic” World War II European front battles as members of the United States military.  This video game has high quality cinema, authentic weaponry, with twenty four missions and four allied campaigns. Only the training portion of the game was used for this research. Avatar. This embodied identity or “in game character” allows players to experience a virtual environment through a first person perspective enhancing the experience. In many games players have the option of modifying the player characteristics which may change the outcome of the game. In Medal of Honor and Call of Duty, the Avatars have the ability to change and use weaponry, move through scenes, with a limited amount of movements and actions such as walking, climbing, crawling, throwing, and shooting. For instance, one of the “actions” needed to complete the training session was to set a timed explosive.

 

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