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Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

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22 – Computer-Based Resources <strong>for</strong> Learning<br />

• Properties of physical objects such as a comet in its orbit<br />

• Rules <strong>and</strong> strategies such as in war games, making<br />

predictions about <strong>for</strong>est fire behaviour or avalanche<br />

potential, or building a city<br />

• Processes such as laws of supply <strong>and</strong> dem<strong>and</strong><br />

• Procedures such as diagnosing illnesses<br />

• Situations such as teaching instructors how to deal<br />

with student behaviour <strong>and</strong> attitudes<br />

Simulations are often used when real situation training is:<br />

• Dangerous (e.g., nuclear power plant procedures <strong>and</strong><br />

police maneuvers)<br />

• Expensive (e.g., l<strong>and</strong>ing a space shuttle)<br />

• Unethical (e.g., when it is not appropriate to use humans)<br />

• Not easily repeatable (e.g., avoiding a run on a bank)<br />

• Unavailable (e.g., historical events such as the economics<br />

of the Great Depression, how to respond in a<br />

robbery, or operating a business)<br />

• Not conducive to learning (e.g., when learning is difficult<br />

because the learner must consider too many stimuli<br />

at once, such as in the cockpit of a modern airplane)<br />

• Affected by reality such as time (e.g., simulations can<br />

provide genetic data about successive generations<br />

immediately, where reality could take months or years)<br />

• Inconvenient (e.g., experiencing Arctic survival, undersea,<br />

<strong>and</strong> outer space conditions).<br />

Figure 22.1. Drill <strong>and</strong> practice sample<br />

Figure 22.2. Tutorial sample<br />

<strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong> 347

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