Learning from computer games

Authors:

  • Staffan Nählinder
  • Per-Anders Oskarsson

Publish date: 2008-01-07

Report number: FOI-R--2396--SE

Pages: 22

Written in: English

Keywords:

  • Learning
  • Computer Games
  • Serious Games

Abstract

Commercial computer games provide an excellent environment for active, critical learning, and include several characteristics of problem solving. Commercial computer games have also shown widespread application for military training and planning. This report presents several examples from this field. The examples include straightforward use of commercial computer games for military training, and adaptation of commercial computer games to the purpose intended, e.g. by change of game environment. Serious games and simulations explicitly constructed and designed for military training are also discussed. Examples of serious games as well as game engines used for serious games in the military context are also given. Educational aspects such as learning, transfer of learning, and after action reviews are briefly touched upon. Fidelity is also discussed, i.e., the degree of similarity between a game or simulation and the equipment that is being simulated. However, for educational or training purposes the cognitive realism is probably a far more critical factor than fidelity. In this respect, work on cognitive modeling and human behavior representation is presented, with the purpose creating realistic games and simulations with human-like enemies and team-mates (Computer Generated Forces, CGF).