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This document discusses different types of contrived experiences used for learning, including models, mock-ups, specimens, objects, simulations, and games. Models are reproductions of real things that may be operational substitutes, while mock-ups are arrangements of real or associated devices that can be manipulated. Specimens are typical examples of a group. Simulations represent manageable real events where the learner actively participates, and games are used to practice, identify gaps, or review knowledge and develop new relationships between concepts. Contrived experiences overcome limitations of space and time, edit reality, and help learners understand abstractions through multisensory engagement.









