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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

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 />

Figure 22.3. Simulation sample<br />

Figure 22.4. <strong>Education</strong>al game sample<br />

Simulations can be very effective.<br />

• The knowledge gained tends to transfer well to real<br />

situations if students can apply their existing knowledge<br />

<strong>and</strong> experience. Active student participation is<br />

critical.<br />

• <strong>Effective</strong>ness increases if the simulation is logical or<br />

comparable to real situations.<br />

• <strong>Effective</strong>ness is enhanced if students are aware of the<br />

learning outcomes.<br />

• <strong>Effective</strong>ness increases if students can gradually build<br />

their skills. For example, when first learning how to<br />

operate a nuclear power plant, the student should first<br />

learn each system independently, then combinations<br />

of dependent systems, <strong>and</strong> then the entire system.<br />

• <strong>Effective</strong>ness can stem <strong>from</strong> students being very motivated<br />

to learn. Imagine your motivation if you are<br />

involved in a life <strong>and</strong> death situation, or investing<br />

your life savings.<br />

Attaining excellent results requires more explanations<br />

of the goals, learning outcomes, <strong>and</strong> directions<br />

than tutorials or drill <strong>and</strong> practice methods. Some learners,<br />

such as young or immature students, will have trouble<br />

explaining what has happened in a simulation, or<br />

transferring the knowledge to real situations.<br />

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

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