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Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
Storyboard moores2
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Storyboard moores2


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  • 1. Reflection- provides individual learning styles and 2.Benchmark-test simulation3. Measure against learning objectives4. Students have the opportunity to form connections5.Bridging theoretical knowledge with the real world6. Scaffolding, facilitated by the teacher
  • 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 can be used to tell stories, interactive spreadsheets, mathemetics, and virtual tours in science
  • Games make classes engaging: fun, rewards, competitions, discovery, and social worth.Genre of games:Role playing AdventureMultiplayerAction Fighting
  • Computer Simulation helps student s develop analytical and decision-making skills
  • 1. Who would you expect to be (or who are) the innovators and early adopters in your field of work for the innovation you are exploring? What strategies are the most persuasive in convincing them to adopt the innovation?
  • Who do you think would be (or who are) the laggards in terms of rejecting the innovation? What strategies would be best to help move them toward adoption?
  • Scholarships
  • Which combination of perceived attributes would be best for helping your innovation meet critical mass in your industry?
  • Transcript

    • 1. Storyboard on Computer Simulation
      PhD in EducationSpecialization: Educational Technology
      Educ 7101-2
      Diffusion and Integration of Technology in Education
    • 2. Computer Simulation
    • 3.
    • 4. 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)
    • 5. The Need/Problem
      • Computer simulators provide hands-on experiments and allowing students the opportunity to observe, manipulate, and investigate phenomena that are normally inaccessible
      • 6. Reduce barriers for media in the classroom
      • 7. Alternative learning
      • 8. Provide models for skill learning
      • 9. Increase content knowledge
      • 10. 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.
    • 11. Development
    • Commercialization
      • Professional Development Trainings
      • 15. Computer-based Trainings
      • 16. Trial Software
    • 17. Innovation-Decision Process
    • 18. Knowledge
    • Persuasion
      • Early adopters
      • 21. Game ware/Software
      • 22. Learning goals
      • 23. Interactivity
      • 24. Social connections for disabled
      • 25. Curriculum
    • Games
      • Educational games today are designed to teach both standard-based and 21st century skills.
      • 26. Kids love to be creative with digital images , podcasting, etc.
      • 27. Contextual
      • 28. Students learn by trial and error
      • 29. Exploring
    • Enhancing Student Performance
      • Students learn best by hands-on experiments.
      • 30. Students have different learning styles and levels.
      • 31. Students are explorative!
      • 32. Collaborative learning
    • Decision
      • Trial software packages online and classroom
      • 33. Instructor practitioners
      • 34. Interviews with vendors and institutions
      • 35. Literacy
    • K-12 Implementation
      • Finances
      • 36. Facilities
      • 37. Support Resources
      • 38. Curriculum
      • 39. Virtual classroom for all grade levels
      • 40. Science classes- models
    • Communication Channel
    • 41. S-curve Adoption for Computer Simulation
    • 42. Promoting Computer Simulation in Education
      • Instructors are the most influential adopters for this innovation.
      • 43. Administrators
      • 44. Students
    • Innovators & Adopters of Computer Simulation in the Education
    • Laggards
      • Teachers
      • 48. Administrators
    • Strategies for Adoption
      Free software
      Student Competitions
    • 49. Perceived Attributes
    • References
      Aldrich, C. (2004) Simulations and the future of learning: an innovative (and perhaps revolutionary) approach to e-lear (Citations: 32) Retrieved from:
      Reference for Business Encyclopedia of Business, 2nd ed. (2010). VIRTUAL REALITY COMPUTER SIMULATION. Copyright © 2010 Advameg, Inc. Retrieved from:
      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:
    • 52.  Strangman, N., & Hall, T. (2003). Virtual reality/simulations. Wakefield, MA: National Center on Accessing the General Curriculum. Retrieved [December 19, 2010] from
       Wikimedia Foundation, Inc. (2010). Wikipedia Free Encyclopedia. Retrieved from: 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.