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Storyboard on

Computer Simulationsakondra.moore@waldenu.edu

PhD in EducationSpecialization: Educational Technology

Educ 7101-2Diffusion and Integration of Technology in

Education

COMPUTER SIMULATION

Commercialization

Development

Research

Need

Introduction

What is Computer Simulation?

Computer Simulation is a computer model, or a computational model that is a computer program, or network of computers, that attempts to simulate an abstract model of a particular system. Computer simulations have become a useful part of mathematical modeling of many natural systems in physics, astrophysics, chemistry and biology, human systems in economics, psychology, social science, and engineering. (Wikipedia, 2010)

The Need/Problem Computer simulators provide hands-on experiments and

allowing students the opportunity to observe, manipulate, and investigate phenomena that are normally inaccessible

Reduce barriers for media in the classroom

Alternative learning

Provide models for skill learning

Increase content knowledge

Games

21st Century Skills

Research

It all began in the 1960s with Ivan Sutherland of Stanford University experimented with computer graphics and wrote a software program called SketchPad while working toward his doctoral degree making his computer manipulate engineering drawings.

DevelopmentFinances ResourcesQuality AssuranceFlexibility

Professional Development Trainings

Computer-based Trainings

Trial Software

Commercialization

Innovation-Decision Process

Knowledge

Persuasion

Decision

Implementation

Confirmation

Knowledge

CreationFirst ImpressionExplorationInternet

Persuasion

Early adoptersGame ware/SoftwareLearning goalsInteractivitySocial connections for disabledCurriculumInternet games/software

GamesEducational games today are designed to

teach both standard-based and 21st century skills.

Kids love to be creative with digital images , podcasting, etc.

ContextualStudents learn by trial and errorExploring

Enhancing Student Performance

Students learn best by hands-on experiments.Students have different learning styles and levels.Students are explorative!Collaborative learning

SimulationVirtual

Tours/Games

Student

Pedagogy

Decision

Trial software packages online and classroom

Instructor practitioners

Interviews with vendors and institutions

Literacy

K-12 ImplementationFinances FacilitiesSupport ResourcesCurriculum Virtual classroom for all grade levels Science classes- models Training GuidesVendor Support Staff

Communication Channel

Teachers

Administrators

Students

S-curve Adoption for Computer Simulation

0.5 1 1.5 2 2.5 3 3.5 4 4.5 5 5.50%

10%

20%

30%

40%

50%

60%

70%

Adopters

Series 1

Promoting Computer Simulation in Education

Instructors are the most influential adopters for this innovation.

AdministratorsStudents

Innovators & Adopters of Computer Simulation in the

Education

TeachersStudents College s & UniversitiesBusinesses

Laggards

Teachers Administrators

Strategies for AdoptionIncentivesFree softwareStudent Competitions

Perceived Attributes

COMPLEXITYOBSERVABILITYCOMPATIBILITY

Centralized vs Decentralized Approach

A centralized approach will take place due to the proper training and resources that will be provided to implement computer simulation.

Key Change AgentsTeachersAdministratorsStudentsBoard MembersSoftware vendors

Critical Mass

YES ! COMPUTER SIMULATION HAS MET ITS CRITICAL MASS IN SOCIETY.

Need of the innovation

Education

Military

AviationIndustries

Medical

Some of the key business and commercial fields that have deployed virtual reality

technology include:

Aviation Engineering Medicine Law

General manageme

nt functions

Matching the innovationBenefitsCost24 hr Tech Support

ReferencesAldrich, C. (2004) Simulations and the future of learning: an innovative (and

perhaps revolutionary) approach to e-lear (Citations: 32) Retrieved from:

http://academic.research.microsoft.com/Paper/5453163

Reference for Business Encyclopedia of Business, 2nd ed. (2010). VIRTUAL REALITY COMPUTER SIMULATION. Copyright © 2010 Advameg, Inc. Retrieved from:

http://www.referenceforbusiness.com/encyclopedia/Val-Z/Virtual-Reality-Computer-Simulation.html

 

 

Sierra-Fernandez, J. L., & Perales-Palacios, F. J. (2003). The effect of instruction with computer simulation as a research tool on open-ended problem-solving in a Spanish classroom of 16-year-olds. Journal of Computers in Mathematics and Science Teaching, 22(2), 119-140.

Educational Broadcasting Corporation. (2008) Games Central. Retrieved from: http://pbskids.org/cyberchase/games/liquidvolume/

Route 21. (2007) Building 21st Century Skills Retrieved from: http://www.p21.org/route21/index.php?option=com_content&view=article&id=5&Itemid=2

 Strangman, N., & Hall, T. (2003). Virtual reality/simulations. Wakefield, MA: National Center on Accessing the General Curriculum. Retrieved [December 19, 2010] from http://aim.cast.org/learn/historyarchive/backgroundpapers/virtual_simula

 

 Wikimedia Foundation, Inc. (2010). Wikipedia Free Encyclopedia. Retrieved from:

http://en.wikipedia.org/wiki/Computer_simulation. December 19, 2010.

Woodward, J., Carnine, D., & Gersten, R. A. O. (1988). Teaching problem solving through computer simulation. American Educational Research Journal, 25(1), 72-86.