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Storyboard moores2

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Storyboard moores2

  1. 1. Storyboard on Computer Simulation<br />sakondra.moore@waldenu.edu<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. 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
  6. 6. Reduce barriers for media in the classroom
  7. 7. Alternative learning
  8. 8. Provide models for skill learning
  9. 9. Increase content knowledge
  10. 10. 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 />
  11. 11. Development<br /><ul><li>Finances
  12. 12. Resources
  13. 13. Quality Assurance
  14. 14. Flexibility</li></li></ul><li>Commercialization<br /><ul><li>Professional Development Trainings
  15. 15. Computer-based Trainings
  16. 16. Trial Software</li></li></ul><li>
  17. 17. Innovation-Decision Process<br />
  18. 18. Knowledge<br /><ul><li>Creation
  19. 19. First Impression
  20. 20. Exploration</li></li></ul><li>Persuasion<br /><ul><li>Early adopters
  21. 21. Game ware/Software
  22. 22. Learning goals
  23. 23. Interactivity
  24. 24. Social connections for disabled
  25. 25. Curriculum</li></li></ul><li>Games<br /><ul><li>Educational games today are designed to teach both standard-based and 21st century skills.
  26. 26. Kids love to be creative with digital images , podcasting, etc.
  27. 27. Contextual
  28. 28. Students learn by trial and error
  29. 29. Exploring</li></li></ul><li>Enhancing Student Performance<br /><ul><li>Students learn best by hands-on experiments.
  30. 30. Students have different learning styles and levels.
  31. 31. Students are explorative!
  32. 32. Collaborative learning</li></li></ul><li>Decision<br /><ul><li>Trial software packages online and classroom
  33. 33. Instructor practitioners
  34. 34. Interviews with vendors and institutions
  35. 35. Literacy</li></li></ul><li>K-12 Implementation<br /><ul><li>Finances
  36. 36. Facilities
  37. 37. Support Resources
  38. 38. Curriculum
  39. 39. Virtual classroom for all grade levels
  40. 40. Science classes- models </li></li></ul><li>Communication Channel<br />
  41. 41. S-curve Adoption for Computer Simulation<br />
  42. 42. Promoting Computer Simulation in Education<br /><ul><li>Instructors are the most influential adopters for this innovation.
  43. 43. Administrators
  44. 44. Students</li></li></ul><li> Innovators & Adopters of Computer Simulation in the Education<br /><ul><li>Teachers
  45. 45. Students
  46. 46. College s & Universities
  47. 47. Businesses</li></li></ul><li>Laggards<br /><ul><li>Teachers
  48. 48. Administrators</li></li></ul><li>Strategies for Adoption<br />Incentives<br />Free software<br />Student Competitions<br />
  49. 49. Perceived Attributes<br /><ul><li>Complexity
  50. 50. Observability
  51. 51. Compatibility</li></li></ul><li>References<br />Aldrich, C. (2004) Simulations and the future of learning: an innovative (and perhaps revolutionary) approach to e-lear (Citations: 32) Retrieved from:<br />http://academic.research.microsoft.com/Paper/5453163<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 />
  52. 52.  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 />

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