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Storyboard on Computer Simulation [email protected] PhD in Education Specialization: Educational Technology Educ 7101-2 Diffusion and Integration of Technology in Education

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Storyboard on

Computer [email protected]

PhD in EducationSpecialization: Educational Technology

Educ 7101-2Diffusion and Integration of Technology in

Education

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COMPUTER SIMULATION

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Commercialization

Development

Research

Need

Introduction

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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)

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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

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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.

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Development Finances Resources Quality Assurance Flexibility

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Professional Development TrainingsComputer-based TrainingsTrial Software

Commercialization

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

technology include:

AviationEngineerin

g Medicine Law

General manageme

nt functions

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Innovation-Decision Process

Knowledge

Persuasion

Decision

Implementation

Confirmation

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Knowledge

CreationFirst ImpressionExploration

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Persuasion

Early adoptersGame ware/SoftwareLearning goalsInteractivitySocial connections for disabledCurriculum

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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

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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

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Decision

Trial software packages online and classroom

Instructor practitioners

Interviews with vendors and institutions

Literacy

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K-12 ImplementationFinances FacilitiesSupport ResourcesCurriculum Virtual classroom for all grade levels Science classes- models

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Communication Channel

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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

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Promoting Computer Simulation in Education

Instructors are the most influential adopters for this innovation.

AdministratorsStudents

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Innovators & Adopters of Computer Simulation in the

Education

TeachersStudents College s & UniversitiesBusinesses

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Laggards

Teachers Administrators

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Strategies for AdoptionIncentivesFree softwareStudent Competitions

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Perceived Attributes

COMPLEXITYOBSERVABILITYCOMPATIBILITY

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References

Aldrich, 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/

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 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.