Simulations

=Games and Simulations =


 * __ Description __**

Educational games and simulations are tools that help teachers focus students on particular concepts via virtual scenarios. Games tend to focus on the acquisition of particular information by repetition and expansion of concepts while simulations are generally used to give the learners experience using learning in a “real” world environment.


 * __Educational Purpose and Use__**

The primary purpose to educational games is to utilize play as a means of learning. Games allow students to practice their skills in a system that is fun, interactive and a bit more random then the fact tests or worksheets. Educational Games range from the traditional board games such as [|Equate]and [|Scrabble] to the modern computer based games like [|Math Blaster] and [|Where in the World is Carmen Sandiego?] Another form educational game is the teacher created game that is used to help students review for tests.

Simulations are used mostly to allow student the chance to test their knowledge or experience situations that otherwise would be inaccessible. Simulations are also very common in the corporate world as a means of job training. The difference between a simulation and a virtual world is that simulation is set up to emulate one particular thing while a virtual world is a fully interactive space. It can be said that virtual world is made up of many simultaneous simulations. Educational simulations include a number of high tech and low tech variations. Low tech simulations are generally models (such as building a bridge out of toothpicks), table top games, or practice on an object (such as a CPR dummy). These give the learners the opportunity to be very hands on and interface with objects directly. High tech simulations are generally based around computers and attempt to imitate real life situations. Examples include [|Trebuchet Challenge], [|SimCity], or [|Real Lives].


 * __Learning Theories__**

Games work very well with the Behaviorist Theory of learning. This is due to the game’s ability to immediately reward the user in the event of a correct answer in the style of Operant Conditioning. Games can also be used for Classical Conditioning as a reward of student that perform well or accomplish a set goal.

Simulations work well with Constructivism as they empower student to learn from their mistakes by providing an environment with consistent circumstances time and time again. It also allows the instructor to guide the student’s learning by manipulating the simulation.


 * The Benefits of Educational Games:**
 * Have the potential to reduce the redundancy that exists within repetitive drill
 * Typically more readily accepted by students due to their “fun” aspects
 * Built in rewards system helps keep student engaged with the game
 * Can be used as a motivation tool


 * The Benefits of Educational Simulations:**
 * Learning can take place in an environment where mistakes are easily forgivable
 * Learners gain hands on experience
 * Simulated experiences are repeatable lending themselves to experimentation


 * The challenges of Educational Games:**
 * Parents may resist the usage of games and dismiss them as distracting and frivolous or mindless
 * Teachers may not understand how to use the game
 * Students may not engage with the game due to socio-economic reasons, social reasons, or other external factors
 * Students may dismiss the game as too serious or beneath their abilities


 * The challenges of Educational Simulations:**
 * The learner’s “hands-on” experience may not translate into a live situation
 * The simulation is a completely sterile environment where risks are consequence free and thus the learn fails to learn to take risks
 * Simulations can lead to redundancy due to poor programming or set up.


 * LINKS:**

http://www.techlearning.com/story/showArticle.php?articleID=196604665 http://www.shambles.net/pages/learning/games/research/