Affordances and constraints of simulations: Difference between revisions

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==Definitions and background==
==Definitions and background==
 
Wekesa et al., 2006 defined computer-based instruction simulation (CBIS) as an instructional technique that combines animated color graphics to present the dynamic nature of the process through a multi-sensory approach. Doerr et al., (2013) suggested there is a need to design activities in order to motivate students to make sense of meaningful situations. Corter et al., (2011) argued that laboratory experiences need to change since technology and economic trends have transformed educational institutions and curriculum. On simulations Sauter et al., (2013) indicated that they do not have real devices but simulate data from computer models. Thomas and Milligan, (2004) explained  that simulation is a synonym of animation and defined simulation as “ a computer model of a real or theoretical system that contains information on how the system behaves and experimentation can take place ,changing the input to the model affects the output” (p.3). Simulations according to Hulshof and Jong, (2006) provide virtual learning environments where learners can design perform experiments and manipulate variables. According to Akinsola and Animahasun, (2007) learning has to be experiential, motivational and engaging. They suggested that simulation game is an antidote that can facilitate experiential learning.
 


==Affordances==
==Affordances==

Revision as of 16:15, 6 November 2013


Simulations

Stephen Pathipati Arokiaswamy, Memorial University of Newfoundland

Definitions and background

Wekesa et al., 2006 defined computer-based instruction simulation (CBIS) as an instructional technique that combines animated color graphics to present the dynamic nature of the process through a multi-sensory approach. Doerr et al., (2013) suggested there is a need to design activities in order to motivate students to make sense of meaningful situations. Corter et al., (2011) argued that laboratory experiences need to change since technology and economic trends have transformed educational institutions and curriculum. On simulations Sauter et al., (2013) indicated that they do not have real devices but simulate data from computer models. Thomas and Milligan, (2004) explained that simulation is a synonym of animation and defined simulation as “ a computer model of a real or theoretical system that contains information on how the system behaves and experimentation can take place ,changing the input to the model affects the output” (p.3). Simulations according to Hulshof and Jong, (2006) provide virtual learning environments where learners can design perform experiments and manipulate variables. According to Akinsola and Animahasun, (2007) learning has to be experiential, motivational and engaging. They suggested that simulation game is an antidote that can facilitate experiential learning.

Affordances

Constraints

Links

Works Cited