80 likes | 175 Views
Research in Support of Simulation. Empirical Studies. Enhances students’ understanding, allowing better application and relation of material than in a group not participating in simulation (Van der Meij , 2011)
E N D
Empirical Studies • Enhances students’ understanding, allowing better application and relation of material than in a group not participating in simulation • (Van derMeij, 2011) • Recognizably greater learning demonstrated by those using simulations because of active, rather than passive, learning of skills • (Sitzmann, 2011)
Applications in the History Classroom • California Teachers’ Curriculum Institute’s History Alive! Program explores history by having students participate in a press conference as individuals who played pivotal roles in history • (Alvarez, 2008)
Applications in the History Classroom • Students admit that they enjoy “being part of history” and that they can “better visualize what things were like”. • New teachers are widely encouraged to use dynamic instructional methods like simulation but it can be difficult to do so because they have had little or no models during their teacher education. • (Maloy, 2010)
Some Shortcomings of Simulation • Games and simulations are helpful, addressing several formerly neglected learning styles, but they are not for everyone and they work best when supplemented with peer collaboration and facilitator intervention • (Chatterjee, 2011) • Students who do not yet possess enough knowledge to play their parts well and students who overact can lead to distractions and setbacks. • (Maloy, 2010)
The Educational Value of Video Games • In a study at Northern Kentucky University, students simulate developing a civilization, building diplomatic relations, developing trade relations, and establishing military and peace alliances by playing Civilization. • (Weir, 2011)
The Educational Value of Video Games • Gaming history is not a crass attempt to make the subject relevant to today’s kids. Rather it’s an attempt to revitalize history with the kind of technology that kids have pioneered. And why not? After all, the Game Boy generation is growing up. And, as they seek a deeper understanding of the world we live in, they may not turn first to the bookshelves. They may demand to play – or rather replay – the great game of history for themselves. • (Niall Ferguson, Historian at Harvard University)
Simulation Can Work in Any Classroom • Simulation can help educators create a context that enables meaningful practice in any classroom • English • Foreign Language • Mathematics • Science