by Corey Mead
[>] Gee claims that we must start thinking: Gee, What Video Games Have to Teach Us, 13.
[>] “If we compare what individuals do”: Steinkuehler, “Cognition and Learning,” 100–101.
[>] “a diverse population of soldiers”: Singh and Dyer, “ Computer Backgrounds of Soldiers,” 22.
[>] “all their lives”: Silberman, “War Room.”
[>]“want to learn Army digital systems”: Schaab and Dressel, Training the Troops, 4.
[>] “We have discovered that video game players”: Quoted in Freeman, “Researchers Examine Video Gaming’s Benefits.”
[>] “focus on relevant visual information”: Ibid.
[>] “At the core of these action video game-induced improvements”: “Video Gaming Boosts Your Ability.”
[>] “promote dynamic cognitive activity”: Dawes and Dumbleton, “Computer Games in Education Project: Report.”
[>] In this way, sophisticated video games: Dipietro et al., “Towards a Framework.”
[>] “develop the situated understandings”: Jenkins et al., “Confronting the Challenges,” 4.
[>]“a set of cultural competencies”: Ibid.
[>] “Play—the capacity to experiment”: Ibid.
[>] “import skill and drill exercises”: Rice, “Assessing Higher Order Thinking in Video Games.”
[>] “‘hypothesize, probe the world’”: Gee, What Video Games Have, 216.
[>] “is often built around the ‘content fetish’”: Gee, “Learning by Design.”
[>] “Live field training is very expensive”: Quoted in Minton, “Software.”
[>] “instead of tornadoes, earthquakes, and Godzilla”: Mockenhaupt, “SimCity Baghdad.”
4. America’s Army: The Game
[>] “30 percent of all Americans”: Singer, “Meet the Sims.”
[>] “Our [selling] strategy must be based”: McHugh, “Army Rolls Out Big Guns,” 22.
[>] “an employer of last resort”: Ibid.
[>] this approach ignores the facts: Tversky and Kahneman, “Availability,” 207.
[>] “to build a game-oriented, virtual reality-based”: Keith Hattes e-mail to Michael Zyda et al., “Research Initiative for Army Recruiting,” September 3, 1999.
[>] “‘moral rot’ that had become symbolically associated”: Bartlett and Lutz, “Disciplining Social Difference,” 122.
[>] Attributing a quasi-religious role: Edwards, Closed World, 10.
[>] In addition to Mike Capps: Davis et al., “Making America’s Army.”
[>] “The game’s training module cost”: Singer, “Meet the Sims.”
5. All but War Is Simulation
[>] “the training [positively] impacted”: Ratwani, Orvis, and Knerr, “Game-Based Training Effectiveness Evaluation.”
[>] “You can’t simulate the dust, dirt”: Martin and Lin, “Keyboards First. Then Grenades.”
6. WILL Interactive and the Military’s Serious Games
[>] “These games have an explicit”: Abt, Serious Games, 9.
[>] “a mental contest, played with a computer”: Zyda, “From Visual Simulation to Virtual Reality to Games,” 26.
[>] “I was injured in 2006”: Quoted in Dao, “Acting Out War’s Inner Wounds.”
7. The Aftermath: Medical Virtual Reality and the Treatment of Trauma
[>] “looks like it has met a boot”: Halpern, “Virtual Iraq.”
[>] According to the Journal of CyberTherapy and Rehabilitation: Wiederhold and Wiederhold, “Virtual Reality.”
[>] An issue of Studies in Health Technology: Parsons et al., “Neurocognitive and Psychophysiological Analysis.”
[>] Most recently, Military Medicine: McLay et al., “Development and Testing of Virtual Reality Exposure Therapy.”
[>] A recent issue of Psychiatric Services: Kramer et al., “Clinician Perceptions.”
[>]“is tough. It’s tough”: WILL Interactive brochure, n.d.
[>] A recent Mental Health Advisory Team study: Casey, “Comprehensive Soldier Fitness.”
[>] “to find any evidence of a well-coordinated”: American Psychological Association, “Psychological Needs.”
[>] “a structured, long-term assessment and development program”: Comprehensive Soldier Fitness, http://csf2.army.mil/about.html.
8. Conclusion: America’s Army Invades Our Classrooms
[>] “promote student interest in the engineering and technical fields”: Welburn, “Upcoming Events.”
[>] “stimulate, and sustain, dialogue”: Ibid.
[>]“have the opportunity to test”: National Association of State Boards of Education, “Announcement,” August 25, 2008. www.nasbe.org/index.php/upcomingevents/details/29-us-army.
[>] “reaffirming and strengthening America’s role”: White House, “Educate to Innovate,” www.whitehouse.gov/issues/education/k-12/educate-innovate.
[>] “global competitiveness”: Burke and McNeill, “‘Educate to Innovate.’”
[>] “a multi-year competition whose goal”: stemchallenge.org.
[>] The New York Times Magazine reports that a growing number: Corbett, “Learning by Playing.”
[>] “the big challenge isn’t”: Quoted in Silberman, “War Room.”
[>] “been driven . . . by the real and pressing needs”: Noble, Classroom Arsenal, 1.
[>] “the purposes and the ‘products’ of education”: Ibid., 6–7.
[>] “the particular goals of those parties”: Ibid., 4.
[>] “politics by other means”: Starr, “Seductions of Sim.”
[>] “The one thing . . . political simulations”: Herz, Joystick Nation,223.
[>] “social contract”: Ibid.
[>] U.S. Special Operations Command recently purchased: Drummond, “Commandos Now Play Digital Brain Games.”
[>] “from support to civil authorities”: Shanker, “Army Will Reshape Training.”
[>] The popular DARPA-funded online video game Foldit: Lim, “Agencies Get Down to Business.”
[>]“would accompany service members”: Beidel, “Avatars Invade Military Training Systems.”
[>] “high-technology military strategy”: Edwards, Closed World, 7–8, 15.
[>] “battle-zone persuasion”: Quoted in Peck, “Since When Does Brookings Make Video Games?”
[>] “appears to be the first time”: Sanger, “Obama Order.”
[>] “the creation of an advanced map”: Nakashima, “With Plan X.”
[>] “While cyber may not look or smell”: Quoted in Barnes, “Pentagon Digs In on Cyberwar Front.”
[>] “We pick a region of the world”: Quoted in Toplikar, “Teaching the Shadowy Art of Cyber War.”
[>] “The Air Force aggressor acts as a hacker”: Quoted in Barnes, “Pentagon Digs In on Cyberwar Front.”
[>] “is based on attack, exploit, and defense”: Ibid.
[>] “the fiery political atmosphere of camp life”: Axe, “Gamers Target U.S. Troops.”
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