AnitaGrillo-Simulation

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Simulation:

Simulation Anita Grillo 0050053498 EDC3100

We are going to look at:

We are going to look at What is Simulation (focusing on educational video games) Rationale Position Context of use Curriculum area focus Pedagogical approaches Classroom organization Legal and Ethical considerations

Simulation is….:

Simulation is…. A classroom simulation is a method of teaching and learning of curricular content that is based on an actual situation. The simulation, designed to replicate a real life situation as closely as desired, has students assume roles as they analyze data, make decisions and solve the problems inherent in the situation. As the simulation proceeds, students respond to the changes within the situation by studying the consequences of their decisions and subsequent actions and predicting future problems and solutions. During the simulation students perform tasks that enable them to learn or have their learning evaluated.

Simulation Games:

Simulation Games The use of games and simulations in education is well documented in history and in the recent literature. They have been used in preschool, K-12, the university, the military, business, and by older adults (Dempsey et al., 1997).

Position and Rationale :

Position and Rationale My position regarding using educational games in the classroom is definitely positive. During my previous professional experiences; educational games have been an asset and a great teaching tool. Educational games are very important tools to use in the classroom to support student learning. Computer when implemented correctly can have academic benefits in many different curriculum areas and with a wide range of students Most children have experience playing computer games at home. Simpson (2005) states that 92% of children play computer games. These educational video games offer students entertainment. Studies have found that students are doing more than just being entertained, they are learning (Kearney, 2007).

Simulation and gaming, can be a powerful tool when used properly and in the right setting. They help students actually experience a system or problem and not just read or hear about it. Computer games are especially able to allow students to create and manipulate systems and problems within certain parameters and without the normal constraints of time and space. And besides all that, they are interesting, attract students to learn, and are usually down right fun.  :

Simulation and gaming , can be a powerful tool when used properly and in the right setting. They help students actually experience a system or problem and not just read or hear about it . Computer games are especially able to allow students to create and manipulate systems and problems within certain parameters and without the normal constraints of time and space. And besides all that, they are interesting, attract students to learn, and are usually down right fun . Context of Use

Curriculum area focus:

Curriculum area focus Computer games and simulations are increasingly being used in all areas of education. Mathematics and physics have particularly benefited from the computer revolution by being able to simulate and show complex equations in graphical form. The languages have become benefactors as well, especially with the ability of students to hear digital words and sounds in other languages from their computers. Computer games encourage literacy through the interaction and understanding of signs, images and texts also known as Semiosis . Semiotic processes are a fundamental act of human cognition and are the way in which we usually make sense of the world (Edwards, 2009).

Let’s have a look at some videos about educational computer games…:

Let’s have a look at some videos about educational computer games… GAMES and LEARNING http://www.youtube.com/watch?v=FTA3arMATnM Examples of simulation games http://www.youtube.com/watch?v=FzrDEzn-Rrw http://abcreative.posterous.com/stop-disasters-using-a-simulation-in-the-clas Education City http://www.educationcity.com/

Pedagogical approaches:

Pedagogical approaches Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games can be used as a viable teaching and learning tool to enhance a student’s learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning (Tang, 2010).

Pedagogical approaches:

Pedagogical approaches Provide individual construction of meaning Measure against learning objectives Encourage students to form connections Bridge theoretical knowledge with physical world. Adjust to the student’s zone of proximal development Help students develop the ability to draw distinctions between important and unimportant facts. Create social connections for students with special needs (Source: Zollner , 2008)

Classroom organization:

Classroom organization Children can play individually Children can play in groups where there is space for more interaction

Legal and Ethical Considerations:

Legal and Ethical Considerations Copyright of games Safety Ensuring adaptation of material for children’s ages and capabilities; also taking into consideration religion, culture and values

Thank you!:

Thank you! Any question welcome 

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