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Inspired by the White House Garden. Gardening Simulation. Created by: Sherry Burrill & Laura Hurlbirt OLIT 533 Computer Simulations Dr. Dennis Lester The University of New Mexico. Simulation Design: Project Description. Instructional Needs 3-4 Grade Students, Ages 8-10
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Inspired by the White House Garden Gardening Simulation Created by: Sherry Burrill & Laura Hurlbirt OLIT 533 Computer Simulations Dr. Dennis Lester The University of New Mexico
Simulation Design: Project Description • Instructional Needs • 3-4 Grade Students, Ages 8-10 • Content Knowledge & Process Skills • Learner Attributes • Born in the “Tech Era” • Instructional Objectives • Science and Math Academic State Standards • Instructional Strategies • Discovery Learning & Inductive Reasoning • Simulation Attributes • Intuitive & Computer Based
Simulation Design: Underlying Model 1. Learner Role • Learn about creating a vegetable garden • Develop reasoning skills by making logical decisions to successfully grow vegetables • Directly interact by clicking on choices to either water, plant, fertilize or pull weeds • By manipulating a microworld • Through a virtual 3-D garden
Simulation Design: Underlying Model 2. Content Delivery • Linear sequence • User follows a simple if-then model • Faster than real time model • Ensures age-appropriate learning • Meets the need of users with short attention spans • Speeds up plant growth so students can acquire gardening knowledge in a shorter amount of time
Simulation Design: Underlying Model 3. Procedures Practice growing lettuce and carrots • By looking at predicted weather forecasts, and • By looking at soil moisture levels • To learn when to water • By observing the condition of the plant • To look up problems in the Gardening Book • To learn how often to fertilize • To learn how much to water • To learn how weeds affect plants • Through trial and error • Crops will die if improperly tended to or neglected • Crops will live if properly tended to and cared for
Simulation Design: Underlying Model 4. Logical Simulation Model • Iterative Simulation Model • Examine results with pictures and graphs • Adjust variables such as: • Crop type: carrots or lettuce • Weeding activity • Watering activity • Fertilizing activity • If-Then Scenarios • If my leaves begin to wither, should I add water or fertilizer? • If carrots grow differently than lettuce, how much water and sunlight does each one need?
Simulation Design: Underlying Model 5. Fidelity • Age appropriate instructions through words and pictures • Learning objectives and assessments based upon state standards • Print-outs that can be utilized in traditional classroom settings • Measured amounts of water and fertilizer, random weather that could impact growing a garden • Adjusting real time to show plant growth
Simulation Design: Scenario & Interface 1. Scenario- Type • Goal Based- Simulation Outcomes • Crop Quantity • Crop Quality • Variable Data • Goal Based- Cognitive Outcomes • Develop a hypothesis • Design and perform experiments • Analyze data
Simulation Design: Scenario & Interface 2. Scenario- Mission • Simulation • Plant and raise the maximum number of healthy plants • Activities • Look up and learn about in Gardening Book • Plant seeds, water the plants, fertilize the plants, weed the garden • Check the weather forecast, check the soil moisture content • Assess the harvest, review and analyze results of experiments • Learner role • Manipulate variables or not • Observe results • Discover relationships between variables • Understand these relationships
Simulation Design: Scenario & Interface 3. Scenario- Mission Focus • Learner Control • Simulation results are directly affected by learner inputs. • Design • Learner will select variables and apply them at will. • Discovery • Experiments are provided for with two rows available to plant, water, or fertilize. • Learner manipulates variables and sees results. • Explanation • Results will be displayed numerically, pictorially, and graphically • Allows user to recognize data in multiple forms
Simulation Design: Scenario & Interface 4. Scenario- Operations • Learner Activities • Plant crop, water crop, fertilize crop, weed crop, and harvest crop • Access to a gardening book for reference • View data reports of results of inputs • Simulation • Capture data for number of applications of each variable • Adjust visuals based on cycle and variable effects
Simulation Design: Scenario & Interface 5. Scenario- Database Examples
Simulation Design: Scenario & Interface 1. Interfaces- Directions & Instructions • Garden Book • Easily accessible at all times • Provides information about gardening • Tutorial Guidebook • Easily accessible at all times • Provides instructions on how to complete simulation • Interpreting Charts • Easily accessible at all times • Provides information about analyzing data
Simulation Design: Scenario & Interface 2. Interfaces- Opening • Student Objectives • Grow the maximum number of healthy vegetables • Develop hypothesis • Design and perform experiments • Analyze data • Simulation Tutorial • How-to Guidebook for simulation completion • Begin Simulation • Students click ‘BEGIN’ only when ready
Simulation Design: Scenario & Interface 3. Interfaces- Controls • Learner Activities • Plant crop, water crop, fertilize crop, weed crop, and harvest crop • Access to a gardening book for reference • View data reports of results of inputs • Simulation • Capture data for number of applications of each variable • Adjust visuals based on cycle and variable effects
Simulation Design: Support Features • Learner Directions • Tutorial Guidebook • Gardening Book • Instructor Directions • Instructor Guidebook • Technical Support • Technical Support Chart • Desired Learning Outcomes • Student Objectives • Evaluation and Feedback Tools • Interpreting Charts