Sunday, November 18, 2012

Session 9: Responses to Prompt


1.      Define the terms "Game" and "Simulation" as they relate to eLearning.

The term “Game” in eLearning can be considered a simulation plus a personally challenging task or a test plus immediate feedback but without a recorded score, so a game allows learners to take educated risks and try multiple strategies without having to suffer permanent consequences. In contrast, the term “Simulation” in eLearning gives the learner control over the sequence of events, so the learner has the opportunity to decide, act and learn from real/ practical events and receive authentic feedback as if they were in a real life situation.  It is important to note that in simulations the learner is referred to as a “user” but referred to “player” in a game.

2.      What are the key characteristics of a Simulation?

According to Horton (2012), the essence of a simulation is a cycle of decision-making and seeing results and the key characteristics are:

1.      The learner has a goal

2.      The learner operates inside an environment

3.      The environment presents the learner with choices

4.      The learner’s actions have consequences or outcomes in the simulated environment

5.      These outcomes may have additional effects in the environment, which can be invisible to the learner

3.      What are some of the strengths or advantages of Games and Simulations in eLearning?

The strengths or advantages of games and simulation in eLearning are showing consequences that might not be normally visible, learners can make mistakes without suffering permanent damage, learners can pause/ reflect and revise, simplify complex situations, and give opportunities to practice and receive feedback.  More importantly, games and simulations entertain the learner as well as teach.

4.      What are some of the weaknesses or disadvantages of Games and Simulations in eLearning?

The weaknesses or disadvantages of games and simulations in eLearning are cost of production, learners need individual attention, a large group of learners to educate at one time, skills to be taught are too complex, and task are too complex and time consuming, consequences of failure are high (e.g harm to yourself or others), learning with real systems are not practical (e.g having new nursing students prescribe medication), etc.

5.      Pick a topic and describe a game or a simulation that would be an effective learning activity.

The topic is Career Exploration and an effective learning activity is a simulation of life outcomes based on their career choices that compliments their personal skills.  Since the majority of students are unclear about what their career choices are, what career(s) fits their wants, needs and skills, more importantly, how applicable their skills are when selecting a life career, this simulation will give students an opportunity to experience the ins and outs of a profession without having to suffer the consequences of picking a major and career that does not suit their skill sets.  In addition to being able to take risk, students will be able to identify their weaknesses and have an opportunity to develop those weaknesses to over their career obstacles.

 

6.      Describe the development process you would use to create the game or simulation described above.

Since the objective of this simulation is to explore a career that fits students’ skills, it is imperative students take a “True Colors” test before they enter the simulation.  A True Colors test is a personality survey designed to can help individuals understand their personality and behavioral type, as well as those of others. The True Colors Personality Assessment provides easy to understand insights into the your behavioral style and personality type and those of others, so you can have better communication and build rapid rapport, whether it is in your personal life or professional life. The developmental process for this simulation will be to first set with a career counselor and disseminate all the possible careers that fit strengths and weaknesses of students, and then generate a list of career opportunities that can be generalized to the vast majority of students. Ideally, I would like to create all career opportunities for students, but I know there will be limitations to this simulation due to cost and production time.  Therefore, my next step would be gathering data on the typical day or activities of the specific careers selected, so the simulation can mirror a real life career.  Since this simulation is a fairly complicated I would have to test and constantly retest the validity of the simulation and make sure the information stays current so simulation is a reliable source of determinant for students when choosing a career path.

Horton, W. (2012). Social learning. In E-learning by design (pp. 323-398). San Francisco, CA:

            Pfeiffer.

True Colors Personality Test.  Retrieved November 17, 2012, from http://www.true-colors-test.com/

3 comments:

  1. Hi Melissa,

    Great and insightful findings! I chose to elaborate more on a game that is already on the market, Toontastic. I believe it would go great in my classroom and help me measure my students reading and comprehension skills. Do you think that games and simulations are more successful if they are more detailed?

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  3. Perhaps it is my own deficiency, but I didn't quite understand the way your game would work.

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