scholarly journals A Simulation Game Teaching Aid for Rural Development

1975 ◽  
Vol 7 (1) ◽  
pp. 239-245
Author(s):  
James Nelson ◽  
Gerald Doeksen

Teaching rural development must reflect the breadth and complexity of the real world situation. Time limitations may restrict the teacher primarily to presentation and discussion of the field's many facets, leaving little time to consider how these diverse elements interact. Even if careful course planning and strict adherence to a course outlined provide classroom time for such consideration, only advanced graduate students are likely to have sufficient expertise to readily understand the relationships, real or hypothesized, resulting from these interactions.Alternatives in the classroom include giving these relationships only cursory, descriptive treatment, or digging into them with analytical fervor, thereby causing many students a great deal of chagrin. A third alternative is demonstrating interactive aspects of rural development with a game. Such a game is discussed in this paper.

2020 ◽  
Vol 3 (2) ◽  
pp. 178
Author(s):  
Surwandono Surwandono ◽  
Ali Maksum

This article examined the relevance of game simulation as a model for learning literacy for women activists in sosial and religious isues. Women was peace aktors who have a natural peace instinct compared to men, but in the context of sosial conflict, women's involvement in conflict and peace decision making tends to be minimum. The community services method was conducted by the intervention of knowledge and the value of peace by using the simulation game called “Hikayat Kerbau Air” or Water Buffalo. The “Hikayat Kerbau Air” was a game that mobilizes structured experiences that can provide deep scars so that it is expected to be a good stimulus when experiencing similar experiences in the real world. The results of the service interventions showed that the structured experience gained from the “Hikayat Kerbau Air” game simulation increased the emphatic process and sympathy for the competitors without losing the goals to be achieved. Conflict style choices become more moderate and humanist.


Author(s):  
Xiaoyu Tang ◽  
Yulin Gao ◽  
Weiping Yang ◽  
Ming Zhang ◽  
Jinglong Wu

Bimodal audiovisual (AV) stimuli are detected or discriminated faster and more accurately than either visual or auditory unimodal stimuli. This effect is called audiovisual integration. Recently, researchers have been increasingly focused on the audiovisual integration of natural, auditory, and visual stimuli in real-world situations. There are some differences between audiovisual integration of naturalistic stimuli and non-naturalistic stimuli, such as the time of occurrence of audiovisual integration, and the neural mechanism. Factors affecting audiovisual integration in real-world situations are summarized here, with particular focus on temporal asynchrony and semantic matching. Stimuli of audiovisual integration in the real-world situation should be controlled strictly, especially emotional factors, familiarity factors, semantic matching, and the match of the naturalistic stimuli and non-naturalistic stimuli. In the future, researchers should study the influence of attention on audiovisual integration and the mechanism of audiovisual integration with naturalistic stimuli in the real-world situation.


Author(s):  
Janina Krawitz ◽  
Yu-Ping Chang ◽  
Kai-Lin Yang ◽  
Stanislaw Schukajlow

AbstractTo solve mathematical modelling problems, students must translate real-world situations, which are typically presented in text form, into mathematical models. To complete the translation process, the problem-solver must first understand the real-world situation. Therefore, reading comprehension can be considered an essential part of solving modelling problems, and fostering reading comprehension might lead to better modelling competence. Further, ease of comprehension and involvement have been found to increase interest in the learning material, and thus, improving reading comprehension might also increase interest in modelling. The aims of this study were to (a) determine whether providing students with reading comprehension prompts would improve the modelling sub-competencies needed to construct a model of the real-world situation and their interest in modelling and (b) analyze the hypothesized effects in two different educational environments (Germany and Taiwan). We conducted an experimental study of 495 ninth graders (201 German and 294 Taiwanese students). The results unexpectedly revealed that providing reading comprehension prompts did not affect the construction of a real-world model. Further, providing reading comprehension prompts improved students’ situational interest. The effects of providing reading comprehension prompts on the construction of a real-world model were similar in Germany and Taiwan. Students’ interest in modelling improved more in Germany. An in-depth quantitative analysis of students’ responses to reading prompts, their solutions, and their interest in the experimental group confirmed the positive relation between reading comprehension and modelling and indicated that the reading comprehension prompts were not sufficient for improving reading comprehension. Implications for future research are discussed.


2013 ◽  
Vol 705 ◽  
pp. 499-503 ◽  
Author(s):  
Fei Yang ◽  
Liang Di Zhang ◽  
Jing Fang Shen

Malthusian population growth model is not applicable to the real world situation in most cases, since the simplifying assumptions are too ideal. In this article, we will generalize the classic population growth models by Stochastic differential equations, and get the extended models appealed to the real world better as well. When modeling the environmental perturbation by white noise process, we get an advanced model .


2001 ◽  
Vol 24 (3) ◽  
pp. 409-410 ◽  
Author(s):  
Francisco J. Gil-White

I argue that (1) the accusation that psychological methods are too diverse conflates “reliability” with “validity”; (2) one must not choose methods by the results they produce – what matters is whether a method acceptably models the real-world situation one is trying to understand; (3) one must also distinguish methodological failings from differences that arise from the pursuit of different theoretical questions.


2016 ◽  
Vol 33 (2) ◽  
pp. 59
Author(s):  
Leila Ranta ◽  
Justine Light

Teachers using a task-based language teaching (TBLT) approach are always searching for learning tasks that have the potential to prepare learners for the real world. In this article, we describe how an authentic academic assignment for graduate students in a teaching English as a second language (TESL) course was transformed into a task-based lesson for undergraduate English for academic purposes (EAP) students. We provide a brief review of TBLT and how it fits in with the goals of EAP programming. We then describe the original academic task, followed by a detailed overview of the EAP lesson and reflections on its implementation. Les enseignants qui utilisent une approche actionnelle (TBLT – task-based language teaching) sont constamment à la recherche de tâches d’apprentissage susceptibles de préparer leurs étudiants pour le vrai monde. Dans cet article, nous décrivons la transformation d’un travail académique authentique pour étudiants aux cycles supérieurs qui suivent un cours d’enseignement de l’ALS en une leçon actionnelle pour des étudiants d’anglais académique au premier cycle. Nous offrons un aperçu de l’approche actionnelle et de la mesure dans laquelle elle cadre avec les objectifs des programmes d’anglais académique. Par la suite, nous décrivons la tâche académique originale pour ensuite présenter une des- cription détaillée de la leçon d’anglais académique ainsi que des ré exions sur sa mise en œuvre. 


2021 ◽  
Vol 24 (1) ◽  
pp. 66-81
Author(s):  
Ali Akbar Khansir ◽  
Farhad Pakdel

This article’s main aim was to discuss the place of Pragmatics in EFL classrooms. Pragmatics is one of the branches of linguistics concerned with the study of meaning as communicated by a speaker and interpreted by a listener. Pragmatics has relatively recently become the focuses of attention in language studies. On the other hand, it is important to remember that pragmatics components have been used in language teaching contexts in recent years, syllabus design by language teachers worldwide. Many research works have been done by many language researchers in different aspects of pragmatics competence. Language teachers use pragmatics as a functional approach in the language classroom. However, pragmatics follows the general principles for men when they communicate with others. Pragmatics study sentences not in isolation but regarding contexts of situations, and it is defined as the interaction between a sequence of language and the real-world situation in which it is used.


2020 ◽  
Vol 4 (01) ◽  
pp. 17
Author(s):  
Ferry Kurniawan ◽  
Agus Komarudin ◽  
Rezki Yuniarti

Indonesian local food has a distinctive flavor of spices and uniqueness of every kind of food and the interest of Indonesian people. As time goes by, various types of food nowadays become the main choice of the Indonesian people because lack of promotion and a less attractive appearance. Based on the problem, then designed a learning media and promotion that aims to attract the attention of people to be re-interested with local food. The intended learning media is a game. The Game will convey learning materials about the procedure of making local food and get to know the basic ingredients needed to be in the real world. This research aims to build a simulation game on the ordinance of making food typical of the area and choosing the ingredients that suit the recipe that aims to introduce to the general public and reintroduce the typical food Indonesian area that the food is not less delicious and interesting with the present food. Game design will use a Design-Play-Experience (DPE) approach. Testing will be conducted through a questionnaire where the tested aspect consists of the respondent's background, the interaction of respondents to the game user interface, the perceived user experience of gaming and the simulation aspects of game play. As if the respondent was doing it in the real world and gained new knowledge about the local food based in the game. Results of the questionnaire obtained about the player's background aspect of 70.62%, user interface of 72.36%, user experience of 72.65%, simulation and education of 71.1%.


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