2. What are simulations?
Simulation is popularly defined as partial
representation of reality which selects
crucial characteristics of a real situation
and makes a replica of them, within an
environment or place which is basically
free of risk. (Saunders & Powell, 1998)
3. Other definitions of Simulations
Gaming/Simulations as an activity that
works, fully or partially, on the basis of
the players’ decisions.
The simulation as an operational model
which involves abstraction, and the
representation of a much larger system.
(Enciso)
4. 3 essential components when
describing gaming/simulations
according to Enciso
1. a basic operating model
2. human activity
3. a scale representation of reality. In
contrast to pure games, which have no
representation, and pure simulation, which
had no human activity in the operating
model.
5. Why games and
simulations?
Provides motivation and interest to learn
Can make mistakes without major risks
Provides practice and training in real-life
situations
6. Provides motivation and interest to
learn
Students are drawn towards games and
animations to test their skills through the
use of technology
Games and simulations are easily
adaptable and can be modified to meet
the needs of learners
7. Can make mistakes without major
risks
Simulations provide the opportunity to
put skills to the test without risks
Examples:
○ brain surgery through simulation
○ online educational games that use bows and
arrows
8. Provides practice and training in
real-life situations
Military uses simulations to prepare for
deployment
Officers-training use computer
simulations to practice using firearms in
a high risk situation
Such as in hostage situations
9. What should classroom teachers
look for in games and simulations?
content
quality
usability
age-appropriateness of the game
10. How should a classroom teacher use
games and simulations in the
classroom?
When students have no interest in a particular
concept or topic
When certain students need extra practice or
extended activities on a topic or concept