Storyboard moores2

354 views
300 views

Published on

Published in: Education
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
354
On SlideShare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
2
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • 1. 3D modeling used in science, architecture, computer games, motion pictures, and video games.2. Computer and Games are one of the U.S. top sellers ranking at sales over $7.4 billion dollars.3. Average user is 33 and majority women
  • Rogers (2003) Innovation-Decision Process. Knowledge persuasionDecisionImplementationConfirmation2. I will discuss each one as it pertains to computer simulation in the upcoming slides
  • Many learning tools incorporated into the curriculums now are in the form of games or digital media technology.It makes learning more interesting and entertaining.Children remember better when the lessons are related to real world situations or entertainment.Children today are born into a digital media society so that is what their learning environment has to relate to.According to research, computer simulation increases student achievement.Computer simulation has
  • Computer Simulation helps student s develop analytical and decision-making skills
  • Storyboard moores2

    1. 1. Storyboard on Computer Simulation<br />sakondra.moore@waldenu.edu<br />December 29, 2010<br />PhD in EducationSpecialization: Educational Technology<br />Educ 7101-2<br />Diffusion and Integration of Technology in Education<br />
    2. 2. Computer Simulation<br />
    3. 3.
    4. 4. What is Computer Simulation?<br />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)<br />
    5. 5.
    6. 6. The Need/Problem<br /><ul><li>Computer simulators provide hands-on experiments and allowing students the opportunity to observe, manipulate, and investigate phenomena that are normally inaccessible
    7. 7. Reduce barriers for media in the classroom
    8. 8. Alternative learning
    9. 9. Provide models for skill learning
    10. 10. Increase content knowledge
    11. 11. Games</li></li></ul><li>Research<br />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.<br />
    12. 12. Virtual Reality environments:<br />(1) Total immersion<br />(2) Partial immersion<br />(3) Augmented reality<br />(4) Desktop<br />Development<br />
    13. 13. Commercialization<br />
    14. 14.
    15. 15. Innovation-Decision Process<br />
    16. 16. Knowledge<br /><ul><li>Creation
    17. 17. First Impression
    18. 18. Exploration</li></li></ul><li>Persuasion<br /><ul><li>Early adoption
    19. 19. Gameware/Software
    20. 20. Implementation in the classroom</li></li></ul><li>Games<br /><ul><li>Educational games today are designed to teach both standard-based and 21st century skills.
    21. 21. Kids love to be creative with digital images , podcasting, etc.</li></li></ul><li>Enhancing Student Performance<br /><ul><li>Students learn best by hands-on experiments.
    22. 22. Students have different learning styles and levels.
    23. 23. Students are explorative!</li></li></ul><li>Decision<br /><ul><li>Trial software packages online and classroom
    24. 24. Instructor practitioners
    25. 25. Interviews with vendors and institutions
    26. 26. Literacy</li></li></ul><li>K-12 Implementation<br /><ul><li>Virtual classroom for all grade levelsScience classes- modelsBusiness classes</li></li></ul><li>Communication Channel<br />Multi-media<br />
    27. 27. S-curve Adoption<br />
    28. 28. Promoting Computer Simulation in Education<br />Instructors are the most influential adopters for this innovation.<br />
    29. 29. References<br />Reference for Business Encyclopedia of Business, 2nd ed. (2010). VIRTUAL REALITY COMPUTER SIMULATION. Copyright © 2010 Advameg, Inc. Retrieved from:<br />http://www.referenceforbusiness.com/encyclopedia/Val-Z/Virtual-Reality-Computer-Simulation.html<br /> <br /> <br />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.<br />Educational Broadcasting Corporation. (2008) Games Central. Retrieved from: http://pbskids.org/cyberchase/games/liquidvolume/<br />
    30. 30.  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<br /> <br /> Wikimedia Foundation, Inc. (2010). Wikipedia Free Encyclopedia. Retrieved from: <br />http://en.wikipedia.org/wiki/Computer_simulation. December 19, 2010.<br /> <br /> <br />Woodward, J., Carnine, D., & Gersten, R. A. O. (1988). Teaching problem solving through computer simulation. American Educational Research Journal, 25(1), 72-86.<br />

    ×