This document defines and provides examples of contrived experiences, which are edited copies of reality that are used as substitutes for real things when bringing the real thing is not possible. Contrived experiences include models, mock-ups, games, specimens, and simulations. Models reproduce real things on a small or large scale. Mock-ups arrange associated devices as substitutes for real things. Specimens are parts of real objects considered typical of a group. Simulations actively involve learners in representations of manageable real events. The purpose of contrived experiences is to overcome limitations of space and time, edit reality to focus on parts, overcome difficulties of size, understand the inaccessible, and help learners understand abstractions.