Games and Simulations

Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than 30 years of existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.

Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than thirty years’ existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than 30 years of existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


2011 ◽  
pp. 150-167
Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than 30 years of existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than thirty years’ existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


Author(s):  
Gina Tovine ◽  
April Fleetwood ◽  
Andrew Shepherd ◽  
Colton J. Tapoler ◽  
Richard Hartshorne ◽  
...  

While the growth of blended learning environments in higher education and non-educational settings has continued to increase in recent years, this has not been the case in K-12 settings. Recently, in an effort to explore the viability and effectiveness of K-12 blended learning environments, Florida Virtual School (FLVS) has been piloting blended learning communities in a number of their schools, providing opportunities to explore factors that influence the effectiveness of K-12 blended learning communities. Thus, the purpose of this chapter is to report the results of a study designed to assess conditions that influence the effectiveness of K-12 blended learning communities, and to explore learner, instructor, course, and other factors important to successful blended learning communities. Findings will inform the design, development, and implementation of future K-12 blended teaching and learning environments in an effort to support and strengthen student achievement, the preparation of teachers to facilitate effective blended learning environments.


Author(s):  
Liston William Bailey

This chapter focuses on virtual reality (VR) and augmented reality (AR) as tools for teaching and learning. Attainment of skills and knowledge can be supported through the use of VR/AR applications that are being developed both in the commercial sector and at various research institutions. An overview of what differentiates VR and AR is provided to the reader along with considerations of how such applications might be used to support learning environments in the future. If instructional designers and programmers can synchronize their efforts it may be possible to make VA/AR a common feature across learning environments nationally. Common elements of a VR/AR system are discussed here as well as the need to incorporate instructional design practices into the design of learning applications that use VR/AR.


Author(s):  
Caroline M. Crawford ◽  
Ruth Gannon Cook

The contextual backdrop of the problem and goal of the study are based within the framework that the researchers wanted to be sure that the courses were unique in their appropriateness to their respective cultures; but they also wanted to see if the course adaptations provided cultural values and perspectives that were fairly consistent and appropriate across cultures and nations. The methodology is qualitative in nature, specifically focused upon development design research and narrative inquiry. The findings suggest that there were several levels of concern: learner concerns; instructional design or teaching concerns; management and organizational concerns; and, technology concerns. This study has addressed the question “what lessons could be learned from semiotic and philosophical instructional imperatives inclusion within e-learning environments?” As such, the interpretation of the findings of the study shed light on the importance of simple mediation tools, such as signs, symbols, and stories. The implications of the findings indicate that more research could shed light on how to help students feel comfortable enough to follow through and complete their e-learning courses. In viewing best practices for e-learning, students’ existent knowledge can be bridged with what they need to know by using a variety of the semiotic tools discussed in this study.


Author(s):  
Caroline M. Crawford ◽  
Ruth Gannon Cook

The contextual backdrop of the problem and goal of the study are based within the framework that the researchers wanted to be sure that the courses were unique in their appropriateness to their respective cultures; but they also wanted to see if the course adaptations provided cultural values and perspectives that were fairly consistent and appropriate across cultures and nations. The methodology is qualitative in nature, specifically focused upon development design research and narrative inquiry. The findings suggest that there were several levels of concern: learner concerns; instructional design or teaching concerns; management and organizational concerns; and, technology concerns. This study has addressed the question “what lessons could be learned from semiotic and philosophical instructional imperatives inclusion within e-learning environments?” As such, the interpretation of the findings of the study shed light on the importance of simple mediation tools, such as signs, symbols, and stories. The implications of the findings indicate that more research could shed light on how to help students feel comfortable enough to follow through and complete their e-learning courses. In viewing best practices for e-learning, students’ existent knowledge can be bridged with what they need to know by using a variety of the semiotic tools discussed in this study.


Author(s):  
Komar Parveen Khan

In spite of the numerous changes in technology in the past decades, designers continue to utilize traditional instructional design models as a foundation for designing teaching and learning materials, which may not be suited for the design and development of online learning environments. A study was conducted to investigate the characteristics of an online-specific design model called Proactive Design for Learning (PD4L) (Sims, 2012; Sims & Jones, 2003) and its ability to address limitations of traditional design models. The study was conducted to examine in what ways the PD4L model would contribute to enhance the quality of online learning. Based on this research, this chapter will be able to provide readers with ideas on the ways the elements of an online specific model can serve as design guidelines, a framework or “a set of guiding principles” (Sims, 2011) for designers and developers to create quality teaching and learning environments.


Author(s):  
Elizabeth Suescún Monsalve ◽  
Allan Ximenes Pereira ◽  
Vera Maria B. Werneck

This chapter addresses the application of computer games and simulations in order to explore reality in many educational areas. The Games-Based Learning (GBL) can improve the teaching and learning experience by training future professionals in real life scenarios and activities that enable them to apply problem-solving strategies by putting into use the correct technique stemming from their own skills. For that reason, GBL has been used in software engineering teaching. At Pontifical Catholic University of Rio de Janeiro, the authors have developed SimulES-W (Simulation in Software Engineering), a tool for teaching software engineering. SimulES-W is a collaborative software board game that simulates a software engineering process in which the player performs different roles such as software engineer, technical coordinator, project manager, and quality controller. The players can deal with budget, software engineer employment and dismissal, and construction of different software artifacts. The objective of this chapter is to describe the approach to teaching software engineering using SimulES-W and demonstrate how pedagogical methodology is applied in this teaching approach to improve software engineering education. The teaching experience and future improvements are also discussed.


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