The document discusses contrived experiences, which are edited versions of direct experiences designed to simulate real-life situations. Examples of contrived experiences include models, mock-ups, objects, specimens, games and simulations. Games are played for competition, while simulations do not have winners and are used to illustrate issues. Both games and simulations are used in education to develop skills and understanding, motivate learning, and prepare students for future roles. Contrived experiences overcome limitations of direct experience by focusing learning, addressing difficulties, and helping students understand abstractions.