Simulation

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Definition

  • A simulation is usually a software program that allows learn something about a given object of interest by "playing" with parameters of a model ("What happens if I do this" ? ... and later, "why did this happen ?").
  • A simulation is an imitation of some real device, state of affairs or process. Simulation attempts to represent certain features of the behavior of a physical or abstract system by the behavior of another system ( Wikipedia:Simulation)


See also: Microworlds, Simulation and gaming

Simulations as educational technology

According to Mergendoller et al. (2004): Randel, Morris, Wetzel, and Whitehill (1992) examined 68 studies on the effectiveness of simulations and found that students engaged in simulations and games show greater content retention over time compared to students engaged in conventional classroom instruction.


References

  • Ingrid Schönwald, Dieter Euler, Albert Angehrn, Sabine Seufert (2006). EduChallenge Learning Scenarios, Designing and Evaluating Learning Scenarios with a Team-Based Simulation on Change Management in Higher Education, SCIL Report 8, January 2006. [1]
  • Jacques, D. (1995). Games, simulations and case studies: A review. In: D. Sauders (Ed.), The simulation and gaming yearbook. Volume 3. Games and simulations for business. London: Kogan.
  • Mergendoller, J., Markham, T., Ravitz, J. & Larmer, J. (2004). Standards-Focused Project Based Learning: An Online Teacher Preparation Program and Website. In C. Crawford et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2004 (pp. 2495-2500). Chesapeake, VA: AACE. [2]
  • Randel, J.M., Morris, B.A., Wetzel, C.D. & Whitehill, B.V. (1992). The effectiveness of games for educational purposes: A review of the research. Simulation and Gaming, 25, 261-276.