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Simulations and Educational Games: A Comparison

Simulations and Educational Games: A Comparison

With the rapid advancement of technological support systems, new and excited learning possibilities are being realized. We know that learning is exciting when it stimulates the mind and engages a student's natural enthusiasm to explore and grow. Learners engage learning when it is both an intellectual and emotional experience. Simulations and Educational Games are two of the most exciting blends of technology and learning opportunities.

The human race is enslaved my computers: technology. Humans are artificially bio-reproduced and plugged into a life support system including a neural interface. The neural interface fools the human into believing in a simulated world created by software: The Matrix. Okay. This may seem a little fantastic, but it is more in the realm of science fiction than of fantasy. Our virtual reality technology is not there yet. However, it has found practical application in many fields and is being deployed often in the wrapper of simulations.

Virtual reality is only one simulation delivery mode. What makes a simulation a simulation?

Like most concepts, opinions differ on the definition


Figure 2 illustrates the idea that not all simulations are educational games. And, not all educational games are simulations. There is an overlap called simulation games.

From Alessi & Trollip (2001), “simulations can enhance safety, provide experiences not readily available in reality, modify time frames, make rare events more common, control the complexity of the learning situation for instructional benefit, and save money (p. 226).

With every technological advancement, with every new innovative teaching/learning strategy, there are both advantages and disadvantages. In my opinion, the advantages of simulations far exceed the disadvantages.

Some topics in this essay:
Alessi Trollip, Online’s FlyLab, Advantages Probably, Games Definition, Educational Games, Conclusion Figure, Matrix Okay, Games Comparison, Smith Ragan, Kauchak Gibson, educational games, alessi trollip 2001, alessi trollip, trollip 2001, games educational, difficult design, virtual reality, simulations educational games, simulations educational, learning objectives, games educational games, design fun games, difficult design fun, fly f-4, smith ragan,

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Approximate Word count = 1452
Approximate Pages = 6 (250 words per page double spaced)


  

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