Shawna C.
ED 480
What are simulations?
 Simulation is popularly defined as partial
representation of reality which selects
crucial characteristics of a real situation
and makes a replica of them, within an
environment or place which is basically
free of risk. (Saunders & Powell, 1998)
Other definitions of Simulations
 Gaming/Simulations as an activity that
works, fully or partially, on the basis of
the players’ decisions.
 The simulation as an operational model
which involves abstraction, and the
representation of a much larger system.
(Enciso)
3 essential components when
describing gaming/simulations
according to Enciso
1. a basic operating model
2. human activity
3. a scale representation of reality. In
contrast to pure games, which have no
representation, and pure simulation, which
had no human activity in the operating
model.
Why games and
simulations?
 Provides motivation and interest to learn
 Can make mistakes without major risks
 Provides practice and training in real-life
situations
Provides motivation and interest to
learn
 Students are drawn towards games and
animations to test their skills through the
use of technology
 Games and simulations are easily
adaptable and can be modified to meet
the needs of learners
Can make mistakes without major
risks
 Simulations provide the opportunity to
put skills to the test without risks
 Examples:
○ brain surgery through simulation
○ online educational games that use bows and
arrows
Provides practice and training in
real-life situations
 Military uses simulations to prepare for
deployment
 Officers-training use computer
simulations to practice using firearms in
a high risk situation
 Such as in hostage situations
What should classroom teachers
look for in games and simulations?
 content
 quality
 usability
 age-appropriateness of the game
How should a classroom teacher use
games and simulations in the
classroom?
 When students have no interest in a particular
concept or topic
 When certain students need extra practice or
extended activities on a topic or concept
Resources
 http://www.traininggames.com/pdf/en/Si
mulationGamesaLearningTool.pdf
 http://net.educause.edu/ir/library/pdf/ELI
3004.pdf

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The use of computer simulations & gaming to

  • 2. What are simulations?  Simulation is popularly defined as partial representation of reality which selects crucial characteristics of a real situation and makes a replica of them, within an environment or place which is basically free of risk. (Saunders & Powell, 1998)
  • 3. Other definitions of Simulations  Gaming/Simulations as an activity that works, fully or partially, on the basis of the players’ decisions.  The simulation as an operational model which involves abstraction, and the representation of a much larger system. (Enciso)
  • 4. 3 essential components when describing gaming/simulations according to Enciso 1. a basic operating model 2. human activity 3. a scale representation of reality. In contrast to pure games, which have no representation, and pure simulation, which had no human activity in the operating model.
  • 5. Why games and simulations?  Provides motivation and interest to learn  Can make mistakes without major risks  Provides practice and training in real-life situations
  • 6. Provides motivation and interest to learn  Students are drawn towards games and animations to test their skills through the use of technology  Games and simulations are easily adaptable and can be modified to meet the needs of learners
  • 7. Can make mistakes without major risks  Simulations provide the opportunity to put skills to the test without risks  Examples: ○ brain surgery through simulation ○ online educational games that use bows and arrows
  • 8. Provides practice and training in real-life situations  Military uses simulations to prepare for deployment  Officers-training use computer simulations to practice using firearms in a high risk situation  Such as in hostage situations
  • 9. What should classroom teachers look for in games and simulations?  content  quality  usability  age-appropriateness of the game
  • 10. How should a classroom teacher use games and simulations in the classroom?  When students have no interest in a particular concept or topic  When certain students need extra practice or extended activities on a topic or concept