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Storyboard on
Computer Simulation
December 29, 2010
PhD in EducationSpecialization: Educational Technology
Educ 7101-2Diffusion and Integration of Technology in Education
COMPUTER SIMULATION
Commercialization
Development
Research
Need
Introduction
What is Computer Simulation?
Computer Simulation is a computer model, or a computational model that is a computer program, or network of computers, that attempts to simulate an abstract model of a particular system. Computer simulations have become a useful part of mathematical modeling of many natural systems in physics, astrophysics, chemistry and biology, human systems in economics, psychology, social science, and engineering. (Wikipedia, 2010)
The Need/Problem
Computer simulators provide hands-on experiments and allowing students the opportunity to observe, manipulate, and investigate phenomena that are normally inaccessible
Reduce barriers for media in the classroom
Alternative learning
Provide models for skill learning
Increase content knowledge
Games
Research
It all began in the 1960s with Ivan Sutherland of Stanford University experimented with computer graphics and wrote a software program called SketchPad while working toward his doctoral degree making his computer manipulate engineering drawings.
Virtual Reality environments:
(1) Total immersion(2) Partial immersion(3) Augmented reality(4) Desktop
Development
Commercialization
Some of the key business and commercial fields that have deployed virtual reality technology include:
Aviation Engineering Medicine LawGeneral
management functions
Innovation-Decision Process
Knowledge
Persuasion
Decision
Implementation
Confirmation
Knowledge
CreationFirst ImpressionExploration
Persuasion
Early adoptionGameware/SoftwareImplementation in the classroom
Games
Educational games today are designed to teach both standard-based and 21st century skills.
Kids love to be creative with digital images , podcasting, etc.
Enhancing Student Performance
Students learn best by hands-on experiments.
Students have different learning styles and levels.
Students are explorative!
Decision
Trial software packages online and classroom
Instructor practitioners
Interviews with vendors and institutions
Literacy
Virtual classroom for all grade levelsScience classes- modelsBusiness classes
K-12 Implementation
Communication Channel
Multi-media
S-curve Adoption
0.5 1 1.5 2 2.5 3 3.5 4 4.5 5 5.50%
10%
20%
30%
40%
50%
60%
70%
Adopters
Series 1
Promoting Computer Simulation in Education
• Instructors are the most influential adopters for this innovation.
References
Reference for Business Encyclopedia of Business, 2nd ed. (2010). VIRTUAL REALITY COMPUTER SIMULATION. Copyright © 2010 Advameg, Inc. Retrieved from:
http://www.referenceforbusiness.com/encyclopedia/Val-Z/Virtual-Reality-Computer-Simulation.html
Sierra-Fernandez, J. L., & Perales-Palacios, F. J. (2003). The effect of instruction with computer simulation as a research tool on open-ended problem-solving in a Spanish classroom of 16-year-olds. Journal of Computers in Mathematics and Science Teaching, 22(2), 119-140.
Educational Broadcasting Corporation. (2008) Games Central. Retrieved from: http://pbskids.org/cyberchase/games/liquidvolume/
Strangman, N., & Hall, T. (2003). Virtual reality/simulations. Wakefield, MA: National Center on Accessing the General Curriculum. Retrieved [December 19, 2010] from http://aim.cast.org/learn/historyarchive/backgroundpapers/virtual_simula
Wikimedia Foundation, Inc. (2010). Wikipedia Free Encyclopedia. Retrieved from:
http://en.wikipedia.org/wiki/Computer_simulation. December 19, 2010.
Woodward, J., Carnine, D., & Gersten, R. A. O. (1988). Teaching problem solving through computer simulation. American Educational Research Journal, 25(1), 72-86.