This document discusses using contrived experiences like models, mock ups, specimens and objects as substitutes for real things in the classroom. It explains that these contrived experiences help overcome limitations of space and time, difficulties of size, and help learners understand abstractions. Games are also discussed as being used to practice or refine knowledge, identify gaps, review concepts, and develop new relationships among principles. The document provides examples of intelligence tasks and questions to evaluate whether a contrived experience is necessary and accurately represents important details.