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Six Criteria of an Educational Simulation Premium Content

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Wednesday, July 20, 2005 - by Clark Aldrich

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The more I build, evaluate, and discuss educational simulations, the more I realize we need to establish some better terms. Specifically, there are six criteria that are emerging as critical, and ultimately not just to simulations but all educational experiences.

Three criteria, linear, systems, and cyclical, describe content. And three, simulation, game, and pedagogy, describe delivery.

Linear content

We are most familiar with linear content. Here we present learners with inevitable sequences, with one event or step following the next. Striking a match produces fire. World War I came before World War II.

Systems content

The second type of content deals with systems. Here, users are exposed to formal, complex, intertwined relationships. This includes all of the components of the system and how those components impact each other. Systems content is more accurate than linear, but where linear works, stick with it.

Cyclical content

The third type of content, cyclical, addresses tiny activities that can be infinitely combined to create an outcome. These bundles of discrete action, timing, and magnitude are a natural concept to us when understanding how to operate a machine like a car, communicate by using a typewriter, or even perform with a piano. The opportunity, however, is to move beyond these kinesthetic examples to create, through the interfaces, cyclical content for all professional skills.

Simulation elements

The most successful educational experiences also are delivered through a combination of the three delivery elements, simulation, game, and pedagogical. Getting it wrong with any of the three can cripple an experience.

Simulation elements model reality. Specifically, they can rigorously but selectively represent objects or situations, and can rigorously but selectively represent user interaction. Different simulation elements enable discovery, experimentation, concrete examples, practice, and active construction of systems, cyclical, and linear content. People who learn via simulation elements have a deep and flexible understanding of the material. But too much simulation creates a very dry and often frustrating experience.

Examples of simulation elements are

  • appropriately used linear, cyclical, and systems content
  • use of simulation genres, including branching stories, virtual products/ virtual labs, interactive spreadsheets, flight simulator; and 3D maps, as well as new genres to be introduced
  • the appropriate use genre elements, including modeling, AI, graphics, and interface
  • creating an atmosphere similar to the atmosphere in which the content will be used
  • presenting behavior to be modeled or recognized (Most narratives, instructions, and case studies have a non-interactive simulation aspect, although focusing primarily on linear content)
  • feedback from a decision (or series of decisions) that shows the natural consequences of the behavior.

Game elements

Game elements provide familiar and entertaining interactions. Game elements increase the enjoyment derived from an educational experience. This can drive good will, but more importantly, drive more time spent with the experience, which increases learning. Game elements can surround the other content, and controversially, make it easier or more dramatic. Game elements reduce the need of instructors to "lean" on students, and lower pressure, but too much of it distracts from or waters down the learning.

Examples of game elements are

  • simplified or abstract interfaces
  • use of established game genres (game shows, athletic competitions, computer games, card games)
  • clicking as quickly as possible
  • gambling models
  • certain exaggerations of responses to make play more fun
  • reliving the roles of heroes or role-models
  • conflict
  • shopping
  • a pause button
  • a speed-up/slow down switch
  • a replay option
  • creating order from chaos
  • choosing your on-screen character's appearance or voice
  • mastering a simple cyclical skill (throwing a card into a hat, Pacman)
  • competition between learners, including facilitated by maintaining lists of high scores
  • accessible communities for competition, and/or sense of belonging
  • presenting a mystery or puzzle to solve
  • making the player overly powerful or overly relevant in a resolution of a situation
  • choosing between multiple skill levels to better align difficulty with capability.

Pedagogical elements

Pedagogical or didactic elements surround the game and simulation elements, ensuring that the students' time is spent productively. They better know what is going on and where to focus their energies. Pedagogical elements in real-life include speedometers, caller ID, and the warning on certain cars that a "Student Driver" is operating them.

In educational experiences, pedagogical elements also help the learners avoid developing superstitious behavior, such as believing they are influencing something by a particular action when they are really not. If there are too many pedagogical elements, however, the learners feel they are engaging a manual, or mindlessly following directions.

Examples of pedagogical elements are

  • background material (including case studies, visual or text representations of systems models, and descriptions of interfaces to be encountered)
  • scaffolding (letting the learner know what is going on and give suggestions, either through voice or graphics)
  • diagnostic capabilities (including scoring)
  • visualization of relationships
  • debriefing
  • forced moments of reflection
  • libraries of successful and unsuccessful plays
  • links to chat rooms where people can brag about how they achieved a high score
  • tests and quizzes
  • acronyms or other pneumonic devices to trigger memory of processes
  • coaching
  • pop-up prompting and help.

Conclusion

The nice part of understanding simulations is that they help us understand all educational experiences. As we understand pedagogy and linear content, we first mourn that they has become so dominant, but then realize how powerful they are in concert. It is only through all six do we start getting results that can truly change people.

Six Criteria of an Educational Simulation

Communities of Practice:   Learning & Development

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