instructional simulation
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2015 ◽  
Vol 37 (1) ◽  
pp. 62-80 ◽  
Author(s):  
Thomas A. Teasdale ◽  
Sheryl A. Mapes ◽  
Omolara Henley ◽  
Jeanene Lindsey ◽  
Della Dillard

2015 ◽  
Vol 44 (1) ◽  
pp. 143-169
Author(s):  
Habibe ALDAĞ ◽  
Ahmet DOĞANAY ◽  
Lütfiye Sema KÖROĞLU-ULUTAŞ

2015 ◽  
Vol 46 (3-4) ◽  
pp. 383-403 ◽  
Author(s):  
Oleg V. Pavlov ◽  
Khalid Saeed ◽  
Lawrence W. Robinson

2014 ◽  
Vol 44 (1) ◽  
pp. 143
Author(s):  
Habibe ALDAĞ ◽  
Ahmet DOĞANAY ◽  
Lütfiye Sema KÖROĞLU-ULUTAŞ

Author(s):  
Joseph R. Feinberg ◽  
Audrey H. Schewe ◽  
Christopher D. Moore ◽  
Kevin R. Wood

Instructional simulation games are models of the real world that allow students to interact with events and objects that are normally inaccessible within a classroom setting. Yet, simply using an instructional simulation ignores powerful learning opportunities. Papert advocates going beyond simply using models. He promotes a fundamental change in how children learn through his theory of constructionism. Instead of constructivism with a “v,” Papert advocates a theory of learning called constructionism with an “n.” Constructionism aligns with constructivist theory with learners actively constructing knowledge from their experiences. But constructionism adds that new ideas are more likely to emerge when learners are actively engaged in designing or building an artifact or physical model that can be reflected upon and shared with others. Papert’s theoretical approach to learning is relevant to teacher education and should be applied to instruction via interactive, multimedia, and computer-aided simulations.


Author(s):  
Michael C. Johnson ◽  
Charles R. Graham ◽  
Su-Ling Hsueh

As simulation usage becomes more prevalent in education, it is important to analyze how teaching and learning is impacted by its use. We present here a case study of a specific computer-based instructional simulation, the Virtual Audiometer, and instructor and student perspectives regarding the simulation use’s effects on teaching and learning. Specifically, findings are described within a model of five areas in which technology can effect education: visualization, authentic engagement, quality and quantity of practice and feedback, interaction and collaboration, and reflection. Although room for improvement was identified, data showed that in this specific case, the computer-based instructional simulation improved teaching and learning experiences in all five areas. An understanding of how simulations impact teaching and learning can help inform design of both the simulations produced for higher education and the implementation of these simulations within a course.


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