This document discusses the use of contrived experiences in teaching. It defines contrived experiences as edited representations of reality that are used as substitutes for real experiences when bringing the real thing into the classroom is impractical or impossible. Examples include models, simulations, games, and role-playing activities. Contrived experiences allow teachers to focus on specific parts of a system or process and help students understand abstract concepts. They are evaluated based on factors like accuracy, simplicity, cost-effectiveness, and their ability to stimulate further learning. The overall document provides an overview of contrived experiences, examples of different types, their purposes in teaching, and standards for evaluating their effectiveness.