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>21st Century Skills<br />
  11. 11. 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. Development<br /><ul><li>Finances
  13. 13. Resources
  14. 14. Quality Assurance
  15. 15. Flexibility</li></li></ul><li>Commercialization<br /><ul><li>Professional Development Trainings
  16. 16. Computer-based Trainings
  17. 17. Trial Software</li></li></ul><li>Innovation-Decision Process<br />
  18. 18. Knowledge<br /><ul><li>Creation
  19. 19. First Impression
  20. 20. Exploration
  21. 21. Internet</li></li></ul><li>Persuasion<br /><ul><li>Early adopters
  22. 22. Game ware/Software
  23. 23. Learning goals
  24. 24. Interactivity
  25. 25. Social connections for disabled
  26. 26. Curriculum
  27. 27. Internet games/software</li></li></ul><li>Games<br /><ul><li>Educational games today are designed to teach both standard-based and 21st century skills.
  28. 28. Kids love to be creative with digital images , podcasting, etc.
  29. 29. Contextual
  30. 30. Students learn by trial and error
  31. 31. Exploring</li></li></ul><li>Enhancing Student Performance<br /><ul><li>Students learn best by hands-on experiments.
  32. 32. Students have different learning styles and levels.
  33. 33. Students are explorative!
  34. 34. Collaborative learning</li></li></ul><li>Decision<br /><ul><li>Trial software packages online and classroom
  35. 35. Instructor practitioners
  36. 36. Interviews with vendors and institutions
  37. 37. Literacy</li></li></ul><li>K-12 Implementation<br /><ul><li>Finances
  38. 38. Facilities
  39. 39. Support Resources
  40. 40. Curriculum
  41. 41. Virtual classroom for all grade levels
  42. 42. Science classes- models
  43. 43. Training Guides
  44. 44. Vendor Support Staff</li></li></ul><li>Communication Channel<br />
  45. 45. S-curve Adoption for Computer Simulation<br />
  46. 46. Promoting Computer Simulation in Education<br /><ul><li>Instructors are the most influential adopters for this innovation.
  47. 47. Administrators
  48. 48. Students</li></li></ul><li> Innovators & Adopters of Computer Simulation in the Education<br /><ul><li>Teachers
  49. 49. Students
  50. 50. College s & Universities
  51. 51. Businesses</li></li></ul><li>Laggards<br /><ul><li>Teachers
  52. 52. Administrators</li></li></ul><li>Strategies for Adoption<br />Incentives<br />Free software<br />Student Competitions<br />
  53. 53. Perceived Attributes<br /><ul><li>Complexity
  54. 54. Observability
  55. 55. Compatibility</li></li></ul><li>Centralized vs Decentralized Approach<br />A centralized approach will take place due to the proper training and resources that will be provided to implement computer simulation.<br />
  56. 56. Key Change Agents<br /><ul><li>Teachers
  57. 57. Administrators
  58. 58. Students
  59. 59. Board Members
  60. 60. Software vendors</li></li></ul><li>Critical Mass<br />Yes ! Computer Simulation has met its critical mass in society. <br />
  61. 61. Need of the innovation<br />
  62. 62.
  63. 63. Matching the innovation<br /><ul><li>Benefits
  64. 64. Cost
  65. 65. 24 hr Tech Support</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 />
  66. 66. Route 21. (2007) Building 21st Century Skills Retrieved from: <br />http://www.p21.org/route21/index.php?option=com_content&view=article&id=5&Itemid=2<br /> 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 />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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