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.  


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Written by Yadi Ziaeehezarjeribi   
Friday, 11 February 2011

Medal of Honor Video Games (First Person Shooter)

Medal of Honor (MOH). First-person shooter video game published by Activision in 2008. The  

game simulates the infantry and warfare of World War II. Players become part of an allied assault in

defense against the Nazi invasion of Europe. The training session of the game simulates basic military

training to include navigating obstacles and using weapons. Players must learn to use controls to climb,

run, throw hand grenades, as well as change and reload weapons.  

Video game. Early video games were simply intended to be used as a leisure activity. In order

to attract and sell, many video games began to incorporate components of simulations in order to allow

players to become more fully immersed in play. Games involve increasing amount of challenge, “for avid

gamers, having to pit their skills against one or a hoard of virtual enemies is fun”

(DeMaria, 2007, p. 27). According to Appelman (2005) the six characteristics that are present

 in games are:

·         Challenges (goals and task)

·         Rules (that govern how the game works)

·         Interaction (by the user with aspects of the game)

·         Contrivance (modifying realism to benefit game play)

·         Obstacles (elements of the game encountered)

·         Closure (an end to the game) (p. 2)


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