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"Educational simulations will be in widespread use by leading instructors within 5 years and will eventually change education as much as textbooks and motion pictures." - Clark Aldrich, author of "Simulations and the Learning Revolution"
"By 2006, 70 percent of all off-the-shelf and custom E-Learning content will include some application of simulations." - Gartner
Simulations - the next big revolution in E-Learning
Different types of Simulation-based training
Animation or Spatial SimulationThis is a technology-supported graphic representation of a physical object or space. The learner is able to simulate user interaction within the animated space.
Role PlayingSimulation may also take the form of role playing. A scenario is presented, one or more individuals are assigned roles, and the learners act out their roles within the simulation to solve a problem, reconcile a relationship issue or learn about a process.
"If-Then" Process SimulationTechnology-enabled simulation can provide an if-then methodology for learning. The student is presented a situation that has multiple outcomes, and he or she responds by choosing an outcome.
"What-If" Interactive ModelsWhat-if models are built using a set of factors that collectively determine the outcome of a question or problem, for example, "What size big screen TV should I buy?" The learner is able to modify the value of the factors and is provided an outcome.
SIMSTUDIO
Simulation-Based E-Learning from Percepsys
percepsys.com
"I see and I forget, I hear and I remember, I do and I understand." - Confucius
We all know this instinctively, however, turn-of-the-century educationist Edgar Dale illustrated this with research when he developed the "Cone of Learning" - which states that after two weeks we remember only 10% of what we read, but we remember 90% of what we do!E-Learning today has advanced beyond "page-turning" electronic courseware to Simulation-based training. Simulation training puts the subject matter of the learning objectives into the context of a scenario which allow the learner to experience training as it relates to a life-like situation.
E-Learning content too is undergoing a transformation with the focus being not just on knowledge transfer, but on applying knowledge. This is where simulation comes into play.
One of the key reasons that simulation technology will take off is the need for people to learn skills faster and more completely than in the past. Numerous business drivers are poised to enable higher-value learning - if there was ever a promise of double-digit increases in productivity, e-learning simulations offer that opportunity.
Many high-end business simulations are beginning to resemble computer games. While the look and feel of computer games may differ from simulations, many of the design principles do not.
Computer games and simulations have more in common than one might think. In an evaluation of what it takes to build and deploy computer games and simulations, almost every category showed that both simulations and gaming had similar approaches.
A difference between computer games and simulations is in what the main objective is: entertainment versus skill building. This is one of the profound areas where we expect to see transformation - building skills while playing a game.
Scenario-based e-learningA Comparison of Traditional and Scenario-Based Learning Approaches
Characteristics Traditional Approach (Linear/Systematic)
Scenario-Based Approach(Iterative/Intuitive)
Scope
Deductive: experts determine the scope of learning by examining the subject and its components and establish right and wrong answers
Inductive: stakeholders assemble to share experiences about the subject event, create indicators of successful outcomes, and establish descriptions of successful and unsuccessful behaviors
Focus The object or subject to be mastered The learner's behavior
Learning objectives Listed and prioritized objectives based on judgments about knowledge and skills requiredStatic; based on the lesson's building
Outcomes of learning event based on use of device or interactionDynamic around the flow of the scenario experience; particular
Nature of learning and structure of learning experience
Hierarchical, linear, rule-based l branching points l instructor control l examples/contrived context l few paths l low data availability l grading l right and wrong answers l scoring
Systemic, non-linear with multiple feedback, evaluative l decision points l learner control l realistic context l controlled and multiple paths l high data availability l advice and guidance l problematic solutions l performance feedback
Design process Systematic prototyping Action research
Subject types best suited to
Relatively simple, well-known, and well-structured topics often with high knowledge requirementsKnowledge-focused
Complex topics with high interaction or practice requirements
Performance-focused
Scenario-based E-Learning: an example
Percepsys SIMSTUDIO
Percepsys SIMSTUDIO is a Simulation-based E-Learning Content service which allows Content Managers or Instructional
Designers (working alongside our simulation designers) to embed their instruction into 3D simulation - creating interactive
"Knowledge Objects". These "Knowledge Object" simulation are high-quality, real time, user-driven and they can interact
seamlessly with the hosting page/LCMS-LMS.
SIMSTUDIO Can
l Model on Scenarios SIMSTUDIO scenario simulation puts the subject matter of the learning objectives into the context
of a scenario, allowing the learner to experience training as it relates to a life-like situation.
l Multi-path Simulation SIMSTUDIO multi-path simulation is used to effect behavioral change by compelling users to make
educated decisions along a chosen path while experiencing realistic consequences of their actions.
l What If Simulation (Prototyping) SIMSTUDIO 'what if' simulation can be used for prototyping systems or environments
to determine the cause and effect of various possible situations.
l LCMS/LMS integration - can be integrated with any standards-compliant Learning Management System through its
integration with SNAP! Studio
l Assessments and evaluations SIMSTUDIO integrates with Assessments modules in SNAP! Studio to report on student
performance and provide feedback for performance improvement.
Tel: (647) 298-5630E-mail: [email protected]://www.percepsys.comToronto, Canada
CONE OF LEARNING(EDGAR DALE)
Reading
Hearing Words
Looking at Pictures
Watching a movieLooking at an Exhibit
Watching a DemonstrationSeeing it Done on Location
Participating in a discussionGiving a Talk
Doing a Dramatic PresentationSimulating the Real Experience
Doing the Real Thing
After 2 Weekswe tend to remember
10% of what we READ
20% of what we HEAR
30% of what we SEE
50% of what weHEAR & SEE
70% of what we SAY
90% of what weSAY & DO
Nature of Involment
Verbal Receiving
Visual Receiving
Receiving/Participating
Doing
PASSIV
E AC
TIV
E
STUDIOSecond Generation 3D Simulation
H U M A N C A P I T A L M A N A G E M E N T
E - L E A R N I N G
Gamingn Costly to developn Single or Multiplayern Entertainment
Simulationsn Multiple Price Pointsn Single Playern Eocus is on Skill Building
Skill BuildingCommon
Denominator
Simulation vs. Computer Gaming
Scenario-based Learning is based upon trial and error - Try. Fail or Succeed. Realign. LEARN.
SucessStrategy #2
Fail Path #1
Fail Path #2
Succeed Path
Remediation Path #1
Fail Path
Remediation Path #1
Remediation Path #1Remediation Path #1
Fail Path
Fail Path
Follow-through Path
No Follow-through
SIMSTUDIO
Intelligent Tutoring SystemsThe ultimate form of simulation, intelligent tutoring systems are computer-based instructional systems that model the 1) content to be taught, 2) instructional models of what and how to teach and 3) feedback mechanisms to correct student errors. Thus, intelligent tutoring systems simulate the content and process of learning.
There are two distinct types of e-learning.
Consider the following example: Text or narration tells you about a particular device. You're exposed to its features, told why the features are important, and shown how the components interact. Finally, a test asks you to identify the device, its components (or the concept and related ideas), and the functions they fulfill.
Now, consider a different example. A picture or video thrusts you into a realistic scenario. The situation is described, and you're given descriptions of possible outcomes. Whether the results are good or bad depends on your actions. You make decisions, as each branches into additional choices.
The first example is one of traditional e-learning, the second is an example of scenario-based e-learning.
Scenario-based learning is similar to the experiential model of learning. Learning seldom takes place by rote. Learning occurs because we immerse ourselves in a situation in which we're forced to perform. We get feedback from our environment and adjust our behavior. We do this automatically so that we hardly notice we're going through a learning process.