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Simulations
Natasha Lindsey
What is a simulation?
Simulations replicate the real world. Participants make decisions, see the effect of the decision. The participants review and analyze the results before making the next set of decisions. This process is repeated several times, so that participants learn from their mistakes, explore knowledge & issues, see the dynamic impact of their decisions and have their understanding challenged (Hall, 2001).
http://media.pearsoncmg.com/ph/bp/bp_vansyckle_ab_1/mybizlab/bizskills/bizskill_01_hiring_employee/sim_01_nobook.html
Roger Schanks theory entitled Learning by Doing, states that skills are developed and information is obtained in practical contexts (Schank, 1999).
Student Benefits
Develops critical thinking Dynamically experience the consequences of different decisions Understand the impact of their decisions Engaging and exciting Competitive and challenging Active Learning -- Improves knowledge retention Demonstrates value of understanding various content Test skills in a safe environment, learn from mistakes and try again
Instructor Benefits
Connect theoretical knowledge with the real world type application Injects competition into the learning process, which stimulates the emotions and increases retention Introduce excitement to the classroom Connect to students Potential for research Demonstrate practice of the following Assessment of Learning goals for accrediting bodies:
develop critical thinking Formulate strategies manage group and individual dynamics in an organization evaluations
Simulation Links
http://www.mgmtguru.com/Games.HTM (Variety of Business Simulations) http://www.edheads.org/ (Free simulations on predicting weather, simple machines and more) http://www.grc.nasa.gov/WWW/k-12/freesoftware_page.htm (NASA Simulations) http://phet.colorado.edu/ (PHET site - Physics Simulations from the University of Colorado) http://www.vias.org/simulations/ (Math, Physics, Computer Science and Chemistry) http://www.detools.ca/?p=6042 (Autopsy- Car Wreck Investigation Simulation)
Citizen Scientist
Shirley Farrell
Student Benefits
Develops critical and creative thinking Engaging and exciting Competitive and challenging Products/data for authentic audience, not practice work for teacher Metacognition of learning Understand the importance of work Active Learning -- Improves knowledge retention and depth of knowledge Demonstrates value of understanding and mastering various skills & content Provides opportunities to explore careers
Instructor Benefits
Connect theoretical knowledge with the real world type application Injects competition into the learning process, which stimulates the emotions and increases retention Introduce excitement to the classroom Connect to students Requires students to use higher order thinking skills and metacognition Can be curriculum, centers, or alternate activities.
Galaxy Zoo
Games
Janie Mohajerin
As far as rote practice goes, researchers are discovering a higher level of engagement using video game environments as opposed to traditional worksheets. (Rice, 2005).
According to Klopfer et al 2009, research shows that the cognitive abilities of students have gained more skill through different modes (Facer, 2003): The ability to process information very quickly; The ability to determine what is and is not of relevance to them; The ability to process information in parallel, at the same time and from a range of different sources; Familiarity with exploring information in a non-linear fashion; A tendency to access information in the first instance through imagery and then use text to clarify, expand, and explore;
http://www.rci.rutgers.edu/~cdalelio/media/pyramid.htm
Student Benefits
Reviewing basic skills Peer Interaction Psychomotor skills High Interest Challenging Memorable
Instructor Benefits
Perfect for the constructivists classroom Review for students for tests or even basic skills the students may have forgotten in a fun and interactive way. Games provide a filler for those students who may finish work quickly. Games can also provide accommodation for those students who both a challenge and a motivation to learn. Teachers may use games to create collaboration among students by placing students in teams to compete.
Sample Games
Immune Attach http://www.fas.org/immuneattack/
Microworlds
http://www.lbl.gov/MicroWorlds/brightbusy/richard.up.html
Laura Knighton
Why Use Microworlds are most Microworlds? commonly used in Math and
Discovery Learning! Science; however, they can be Many Microworlds can be utilized without any extra used across the curriculum! software except the Microworlds Player Plug In. (Available at http://www.microworlds.com /) Special software programs provide the added ability to teach simple programming!
SOFTWARE that uses the Logo Language for Programming: Microworlds EX Microworlds JR http://sitemaker.umich.edu/simon.356/curriculum_development_and_teacher_methodology
Student Benefits
Flexibility Creativity Constructivism Self-Regulated Learning: Students can set their own goals and use Microworlds to reach those goals. Interactive: Learners interact with the content and can see immediate results! Build and Refine Knowledge
Instructor Benefits
Applications can be used across the curriculum! Help students develop problem solving and critical thinking skills! Motivated Students! Connects to students prior knowledge! Offers opportunities for differentiation!
Microworlds Links
http://www.mathcats.com/microworlds.html http://www.microworlds.com/library/index.p hp http://www.flickr.com/photos/cs_67classes/se ts/72157626062740143/ (Turtle Art)
References
Simulations
Hall, Jeremy J. (2001). Corporate Cartooning The Art and Science of Computerized Business Simulation. Retrieved from http://www.simulations.co.uk/download/Cartoon.pdf Knowles, M. (1996). Adult Learning. The ASTD Training and Development Handbook: A Guide to Human Resource Development. Ed. Robert L. Craig. New York: McGraw-Hill. Kolb. D. A. and Fry, R. (1975). Toward an applied theory of discovery learning. in C. Cooper (ed.) Theories of Group Process, London: John Wiley.
Schank, Roger C. (1999). Learning by Doing. Instructional-Design Theories and Models. Ed. Charles M. Reigeluth. 2nd ed. Mahwah, NJ: Lawrence Erlbaum Associates.
References
Citizen Scientists
Bonney, R., Ballard, H., Jordan, R., McCallie, E., Phillips, T., Shirk, J., & Wilderman, C. C. (2009). Public Participation in Scientific Research: Defining the Field and Assessing Its Potential for Informal Science Education. A CAISE Inquiry Group Report. Washington, D.C.: Center for Advancement of Informal Science Education (CAISE). Lee, H. & Songer, N. (2003). Making authentic science accessible to students. International Journal of Science Education. 28(8), 923948. Savery, J.R. & Duffy, T.M. (2001). Problem based learning: An instructional model and its constructivist framework. CRLT Technical Report No. 16-01, Bloomington, IN: Center for Research on Learning and Technology. Wikipedia: The free encyclopedia. (2011April 20). FL: Wikimedia Foundation, Inc. Retrieved April 22, 2011, from http://en.wikipedia.org/wiki/Citizen_science
References
Games
Klopfer, E., Osterwell, S., Groff, J., & Groff, J. (2009)The instructional power of digital games, social networking, simulations and how teachers can leverage them. The Education Arcade. Retrieved from http://hub.mspnet.org/index.cfm/18746. Rice, J. (2005). Video games in the classroom? What research is telling us. TechEd. Retrieved from http://www.tcea.org/explore/publications/TechEdge/Pages/index.a spx.
Wilson, L. (2009). Best practices for using games & simulations in the classroom: guidelines for K-12 educators. Retrieved from http://www.siia.com/index.php?searchword=best+practices+for&o rdering=newest&searchphrase=all&Itemid=317&option=com_searc h
References
Microworlds
Brouwer, N., Muller, G., & Rietdijk, H.. (2007). Educational Designing With MicroWorlds. Journal of Technology and Teacher Education, 15(4), 439-462. Dalgarno, B. (2001). Interpretations of constructivism and consequences for computer assisted learning. British Journal of Educational Technology, 32(2), 183. diSessa, A. A. (2000). Changing minds: Computers, learning, and literacy. Cambridge, MA: MIT Press. Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 4358. Rieber, L. P. (2005). Multimedia Learning in Games, Simulations, and Microworlds by Lloyd P. Rieber in The Cambridge Handbook of Multimedia Learning edited by Richard E. Mayer. Cambridge University Press.