The Playable Case Study: An Online Simulation for Skill and Attitudinal Learning

Author(s):  
Desiree M. Winters ◽  
Jason K. McDonald ◽  
Derek L. Hansen ◽  
Tanner W. Johnson ◽  
Jonathan Balzotti ◽  
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Keyword(s):  
2019 ◽  
Vol 9 (1) ◽  
pp. 14 ◽  
Author(s):  
Ian Thacker ◽  
Gale Sinatra

The purpose of this design based research study was to better understand and build from students’ perceptual experiences of visual representations of the greenhouse effect. Twenty undergraduate students were interviewed as they engaged with an online visualization for the learning of the greenhouse effect. We found that, even though all students agreed that climate change is happening, a majority initially held a misconception about how it works. Upon engaging with the visualization, students made perceptual inferences and formulated causal rules that culminated in an improved description of how climate change works. This trajectory was supported with prompts from the interviewer to make predictions, observe specific interactions in the visualization and revise their causal inferences based on these observations. A case study is presented to illustrate a typical learning trajectory.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 106-106

Abstract Using Microsoft Teams, the students from Psychology and marketing at Upper Iowa University, create a marketing plan focused on proposing a product or service targeting older adults. The Michigan LEND program, engages a minimum of 4 disciplines in practice online simulation approaches to respond to a case study. At Wayne State University and University of Detroit Mercy, during a zoom visit with community dwelling 50+ old adults, students from 9 disciplines collaborate on recommendations, referrals, and resources to improve health and/or quality of life. Marquette University students from 10 health professions participate in a series of four half-day workshops, designed in alignment with the Interprofessional Education Collaborative (IPEC) core competencies.


Author(s):  
Lisa Carrington ◽  
Lisa Kervin ◽  
Brian Ferry

ClassSim, an online simulation, was developed to support existing teacher education programs by providing pre-service teachers with access to additional classroom experience. This research reports on how pre-service teachers make use of the virtual learning environment to link knowledge from university coursework with field experiences and through this, we are able to examine affordances the virtual environment offers pre-service teacher learning. Andragogy provides a theoretical framework to review and make assumptions about the nature of learning for the participants. A comparative case study approach allows for in-depth comparison of two cohorts of pre-service teachers (first and final year) as they interact with the ClassSim environment.


2012 ◽  
pp. 285-302
Author(s):  
Lisa Carrington ◽  
Lisa Kervin ◽  
Brian Ferry

ClassSim, an online simulation, was developed to support existing teacher education programs by providing pre-service teachers with access to additional classroom experience. This research reports on how pre-service teachers make use of the virtual learning environment to link knowledge from university coursework with field experiences and through this, we are able to examine affordances the virtual environment offers pre-service teacher learning. Andragogy provides a theoretical framework to review and make assumptions about the nature of learning for the participants. A comparative case study approach allows for in-depth comparison of two cohorts of pre-service teachers (first and final year) as they interact with the ClassSim environment.


Author(s):  
Mark R. Freiermuth

In this chapter, we examine the ways in which the Internet was used to run a case study-based, decision-making simulation in an academic writing class of 26 Japanese students studying English at a computer science university. The students had to construct an online glossary aimed at building sufficient background knowledge related to the simulation and then, in teams, create online documents demonstrating an understanding of the simulation problem and offer potential solutions. Information was delivered to students via the Web, and all documents produced by students were posted to their homepages. Assessment and observation revealed that the objectives of the simulation were achieved and that students were quite motivated throughout the simulation because they were able to make connections between the simulation activities and their chosen career. It is hoped that this study will act as an impetus for additional online simulation experiments in academia, business, and government.


2014 ◽  
Vol 56 (2/3) ◽  
pp. 208-218 ◽  
Author(s):  
Jonathan Lean ◽  
Jonathan Moizer ◽  
Robert Newbery

Purpose – The purpose of this paper is to describe an approach for utilising a critical incident method within the context of an online business simulation game in order to provide an effective framework for reflective learning. Design/methodology/approach – The paper presents a review of pertinent literature to place the critical incident technique within the novel context of simulation gaming. Through presenting a case study of practice, it goes on to describe a blended learning approach that combines online simulation with post-simulation reflection based on the critical incident method. An action research approach is adopted as a framework for reflection on practice. Findings – From a conceptual perspective, there are a number of potential benefits to employing a critical incident approach combined with simulation gaming. The ability of educators to compress time frames and manage the introduction of critical incidents allows students to learn in a way that would not be possible in the real world. Furthermore, carefully designed post-simulation debriefing, structured around a critical incident framework, has the potential to enhance the learning impact of online simulation. Research limitations/implications – The research is limited in that a single case study context is described. Further evaluation research is required to fully assess the benefits of the approach adopted. Originality/value – The study explores the use of the critical incident approach within the novel context of online simulation gaming. It provides educators with a blended learning method that can be employed to enhance the impact of e-learning through structured reflection.


2014 ◽  
Vol 38 (01) ◽  
pp. 102-129
Author(s):  
ALBERTO MARTÍN ÁLVAREZ ◽  
EUDALD CORTINA ORERO

AbstractUsing interviews with former militants and previously unpublished documents, this article traces the genesis and internal dynamics of the Ejército Revolucionario del Pueblo (People's Revolutionary Army, ERP) in El Salvador during the early years of its existence (1970–6). This period was marked by the inability of the ERP to maintain internal coherence or any consensus on revolutionary strategy, which led to a series of splits and internal fights over control of the organisation. The evidence marshalled in this case study sheds new light on the origins of the armed Salvadorean Left and thus contributes to a wider understanding of the processes of formation and internal dynamics of armed left-wing groups that emerged from the 1960s onwards in Latin America.


2020 ◽  
Vol 43 ◽  
Author(s):  
Michael Lifshitz ◽  
T. M. Luhrmann

Abstract Culture shapes our basic sensory experience of the world. This is particularly striking in the study of religion and psychosis, where we and others have shown that cultural context determines both the structure and content of hallucination-like events. The cultural shaping of hallucinations may provide a rich case-study for linking cultural learning with emerging prediction-based models of perception.


2019 ◽  
Vol 42 ◽  
Author(s):  
Daniel J. Povinelli ◽  
Gabrielle C. Glorioso ◽  
Shannon L. Kuznar ◽  
Mateja Pavlic

Abstract Hoerl and McCormack demonstrate that although animals possess a sophisticated temporal updating system, there is no evidence that they also possess a temporal reasoning system. This important case study is directly related to the broader claim that although animals are manifestly capable of first-order (perceptually-based) relational reasoning, they lack the capacity for higher-order, role-based relational reasoning. We argue this distinction applies to all domains of cognition.


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