Monday, March 2, 2009

Mark's simulation (Alessi & Trollip 2001) thoughts

I found it...annoying that the authors started this chapter by defining simulations as a "model." Perhaps because we have been reading about models, and I was looking for what was DIFFERENT about this new tool. They go on (p213) to say that "virtual reality" is a type of simulation. Since I had categorized virtual reality as another "discrete" unit in this course, I found this disturbing. Perhaps me thinking of our 4 modules as mutually exclusive is a mistake.

Luckily, the authors exclude "games" from their definition of simulations, and they go on to give concrete examples of several simulations. They present these in the context of their simulation type (which they point out are not distinct categories): they are about something or how to do something simulations. The former includes physical and iterative, while the latter includes procedural and situational.

The physical simulations allow the user to see an object/phenomenon on screen; their example is SimCity...considered a "GAME" in our Shaffer text! Iterative simulations allow users to select an input value then "run" the simulation (this reminds me of our GAME, the Beer Game). Some of the authors' comments about iterative simulations interested me though: the fact that they are sometimes called "scientific discovery learning" and that they are often used to teach concepts like ecology/population dynamics (not easily/directly visible). If this is true, I want to learn more about them.

Procedural simulations appear much like "physical," but the difference is that the focus is on the procedure, not the objects themselves. Again, there is biology application here, as these are used for labs/pre-labs (e.g. virtual dissections). The fourth simulation type, "situational" is classified as a type of procedural simulation; however, instead of learning a set of sequential steps, users explore and can take several paths to a common goal. This often involves role playing.

Although I found these attempts at differentiation in simulation types frustrating, I was pleased to see the authors' list of advantages of simulations compared to reality (p226). They enhance safety, provide "super reality," modify time frames, make events more common for observation, save money, and can present a complex system in more simple parts. They also give evidence that simulations are better than books, lectures, and tutorials (p229) because: they are more motivating, increase transfer of learning, are more efficient, and are more flexible. (I might argue that our "academic assistance" that my department offers can be all of these as well.)

The authors move into an "instructional designer" section of the book. They give a model of learning, then ask us to consider fidelity, delivery mode, instructional strategy, underlying model, building a primary objective into the simulation, giving the learner some control of the simulation, giving clear directions, and giving immediate or delayed learner feedback.

I think I better go back to trying to comprehend modeling...

8 comments:

Deniz said...

5-star reflection of the week!

During Tuesday's meeting, we will adress the issues brought up by Mark and he will guide the discussion. Be ready everyone to defend all sides of the arguments.

MWalvoord said...

Is this my punishment for posting so late?! :)
Just kidding; I'm looking forward to our discussion.

Victor said...

First, I don't think the four topics - model, simulation, game, and virtual reality are four mutually exclusive concepts. However, I think it is necessary to have a working definition so that when we do our research, we can communicate to others what "issues" are we talking about.

For example, I believe SimCity is both a game and a simulation. I think it is pretty hard to argue that they are not.

I plan to do a glossary in our wiki to quote all the important definitions that we read. If we all agree, we will put exact quote from the papers (and APA citation after the quote). This exercise will facilitate our writing when we need to nail down our own definition.

Deniz said...

I was thinking of our discussion tonight- related to modeling platforms and simulation platforms and which one can be classified as which and which one can be used for what type of learning goals. In a way, it seems quite obvious to me which one is which. There are a few platforms, such as STELLA and Model-IT, that can be classified both as a modeling tool and as a simulation tool because it can afford both functionality. Others such as cmap, inspiration, etc are modeling platforms. It just occurred to me that the confusion between modeling and simulation might be due to the articles, which we read on model-based learning, which is indeed an instructional approach like discovery learning, inquiry-learning, problem-based learning etc. While it is more common to associate discovery learning with simulation tools, recently a shift is observed to model-based learning like we see from Ton de Jong's articles. If you look at his earlier articles with the SimQuest Simulation Authoring System, he refers mainly to discovery learning...his recent book chapter refines the instructional approach to model-based inquiry learning, which he argues more effective. Same simulation-authoring tool though. That is to say don't mix the instructional design approach with the tool. You can use a simulation tool but design the instruction based on model-based learning.

Simulation vs Game: As I mentioned, I associate, in a nutshell, games as having extrinsic reward structures and a story line with a goals that help achieve those extrinsic rewards. Rewards could be things like completing the tasks in the game under a certain time and beating your friends, or collecting more points, or rescuing the princess from the gorilla etc etc. Do simulations have these characteristics naturally built in? I would say no. Can we use a simulation (or another technology) and make it a game? Yes. That is what Shaeffer's group in Wisconsin is doing. They create a story line in which students have certain roles and play a game, in which they need to use a simulation tool to built something. Read the 4 games described in the book. All of those games are actually supported by a Website that communicates the rules of the games to the students. In the website, there is also a built-in simulation platform (such as the Geometer's Sketchpad that you will be reviewing this week). It is a simulation-tool but it is immersed as part of a game that students play as a class. Could this be a so-called simulation game? You be the judge!

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