DocumentCode
3293873
Title
Gamers and learning
Author
Vold, Tone ; McCallum, Simon
Author_Institution
Hedmark Univ. Coll., Hedmark, Norway
fYear
2011
fDate
4-6 Aug. 2011
Firstpage
1
Lastpage
4
Abstract
Games and simulations have been a part of military education for a long time. With the emergence of the computer gaming industry, with its continuous improvement in technology and fidelity, there is a potential for synergy. Simulations and games developed specifically for the military are generally costly as the full development cost must be covered. These are also expensive to update to match current technology. In this project at the Norwegian Army Military Academy we have used a commercial game specifically designed to have the potential to be used by the military. The learning objective for the course was to understand squad level tactics. Our results show that even if the cadets, particularly the gamers, enjoy playing the game and believe that it supports their learning process, it does not have any significant positive or negative effect on learning. In this paper we present research that explains similar results and discusses potential reasons for a lack of clear change in the overall performance. We conclude by proposing a new study to assess the longer term effects of game based education at NAMA.
Keywords
computer aided instruction; computer games; military computing; NAMA; Norwegian Army Military Academy; computer gaming industry; development cost; game based education; military education; squad level tactics; war games; Computational modeling; Educational institutions; Games; Military computing; Reflection; Training; Commercial games; gamers; learning; reflection processes;
fLanguage
English
Publisher
ieee
Conference_Titel
Information Technology Based Higher Education and Training (ITHET), 2011 International Conference on
Conference_Location
Kusadasi, Izmir
Print_ISBN
978-1-4577-1673-7
Type
conf
DOI
10.1109/ITHET.2011.6018685
Filename
6018685
Link To Document