How the Affective Learning Theory is Demonstrated in Airman Challenge

After randomly choosing the game Airman Challenge from the list of serious games provided to us, I googled it, clicked on it, and instantly was given a task like any other other person in the Air Force would be given. My first task was to select different people to be part of my team that had to meet certain requirements and skill sets. After only doing that one, simple task, I instantly felt like I learned some more information about the Air Force, because so much information was thrown my way only 2 seconds after beginning the game.

This game was definitely more on the affective side of The Affective Learning Theory. However, unless you are seriously into war games or find the Air Force something you are looking into, I feel that the information you are given is very dense and almost overwhelming. As Ivan Kuo said in his article The US Air Force Gamifies Recruitment (also Dubstep), The US Air Force really does a good job at packing a bunch of information into a game in almost a subtle way (depending on your knowledge of war prior to playing). I honestly had no idea what I was doing at some points, even though the game pretty much goes step by step the whole time.

If we were to consider how the cognitive part of the learning process is demonstrated while playing this game, I’d say it depends on how into it you are. For me, I was probably just hovering around the remembering aspect, because I wasn’t that intone with my emotions at all while playing.

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