| |
1.2.3. Simulations
A simulation is powerful technique that imitates or replicates
some aspect of the world. Students are not only motivated by
simulations but also learn by interacting with them in a manner similar
to the way they react in real situations.
It begins with an introductory section and present the scenario that models
part of the world. A cycle begins. The student learns by actually performing
the activities. The computer program reacts, providing information or
feedback about the effects of the action. Scenario is revised under the
new condition. By this way, the loop continues.
In almost every instance, a simulation also simplifies reality
by omitting or changing details. In this simplified world, the
student solves problems, learns procedures, comes to understand the characteristics
of phenomena and how to control them, or learns what actions to take in
different situations.
The purpose is to help the student build a useful mental model
of part of the world, and to provide an opportunity to test it
safely and efficiently.
Simulations differ from interactive tutorials, which help the student
learn by providing information and using appropriate question and answer
techniques. In a simulation the student learns by actually performing
the activities to be learned in a context that is similar to
the real world.
Simulations may be used for any of the four phases; that
is, they may serve for initial presentation, for guiding the learner,
for practice, for assessing learning, or for any combination of these.
It is convenient to divide simulations into four main categories:
Physical
Procedural
Situational
Process
Physical Simulations. A physical
object is displayed on the screen, giving the student an opportunity to
use it or learn about it. Typical examples are some scientific laboratory
equipment to be used in an experiment.
Procedural Simulations.
The purpose of most procedural simulations is to teach a sequence of actions
that constitute a procedure. The student learns about how the simulated
machine works, not as end in itself, but rather as a means for acquiring
the skills and actions needed to operate it. Whenever the student acts,
the computer program reacts, providing information or feedback about the
effects of the action would have in the real world.
Situational Simulations
deal with the attitudes and behaviors of people in different situations,
rather than with skilled performance. Situational simulations usually
allow the student to explore the effects of different approaches to a
situation, or to play different roles in it. In virtually all situational
simulations, the student is an integral part of the simulations, taking
one of the major roles.
Process Simulations. The
student neither participates in the simulations as with situational simulations,
nor constantly manipulates it as in physical or procedural simulations.
Rather, the students selects values of various parameters at the beginning
of the simulation, and then watches the process occur without intervention.
Simulation which is safe, convenient and controllable is an instructional
methodology that uses the full power of the computer for instruction.
Simulations improve tutorials and drills through enhanced motivation,
transfer of learning, and efficiency.
Motivation. The simulations enhance motivation is well
known and not suprising.
Transfer of learning. It refers to whether skills or
knowledge learned in one situation apply in other situations.
Efficiency. Not only can measure how effectively knowledge,
skills, or information transfer one situation to another, but one can
also measure how efficient the initial learning experience is with respect
to the transfer.
View some of the examples of the simulation. Simulations about
Vector , about quadratic
equations (Download the necessary files
form the linked site, extract the compressed file and run the program
by clicking the "exe" file)
1.2.4. Instructional Games
The purpose of both simulations and games is to provide an environment
that facilitates learning or the acquisition of skills.
Simulations attempt to do so by mimicking reality; many simulations are
also quite entertaining, but entertainment is not one of their distinguishing
features. Conversely, games may or may not simulate reality, but
they are nearly always characterized by providing the student with entertaining
challenges.
After presentation of the scenario, computer game do an action. Student
reacts or students(two sides) react to each other. Then computer evaluate
and update stage by allowing going to the next step or repeat the existed
step. This loop continues. At the end of the levels, student can exit.
It is difficult to define games precisely. An example for the
game is the following:
Decimal Darts is an elementary
school arithmetic game designed to teach about pints on the number line.
At each level, a wall is displayed representing the number line. On the
wall are several balloons. The objective of the game is to estimate here
on the number line each balloon is located. The estimate is entered, and
a dart flies across the screen. If the estimate is accurate, the dart
pops the balloon; if inaccurate, the dart sticks into the wall.

The four factors associated with the conclusion of a instructional
game are:
Recognizing the winner
The reward
Providing information (the game has ended to provide feedback to each
other player on the progress of the game and on individual performance.)
The final message
Games are a powerful instructional tool if used appropriately. It is clear that
they have a strong motivating on children and adults alike. However it
is important to remember that instruction clothed in game format does
not necessarily make the instruction effective. If game satisfies
your instructional requirements, it is likely to be successful and popular.
View some of the examples of the instructional games. Games ArithmATTACK or Lemonade Stand or ...
, about mathcar
|
|