Impact of Free Vs. Guided Exploratory Learning Via Interactive Computer Simulation on Students' Learning


Book Description

Computer simulations are increasingly recognized as educational tools that facilitate students' learning in a safe environment. However, the way in which the simulations are used can have considerable impact on learning outcomes. Some have argued that exploratory learning is an effective strategy for learning new materials; but others have expressed concern that allowing free exploration may result in less efficient, or even inaccurate, learning and therefore encourage more guided exploration. The purpose of this research is to compare learning outcomes of nursing students in a critical care course when using an interactive computer simulation designed to teach fundamentals of oxygenation management under two exploratory learning methods (free versus guided exploration). The conceptual framework for the study was derived from the Informatics Research Organizing Model. The experimental study used a pretest-posttest design. Students in an existing or just finished critical care course were invited to participate in the study. Following a pretest that included a paper and pencil assessment of students' oxygenation management knowledge and two computer-generated clinical scenarios, students were encouraged to learn about the simulation using either guided or free exploration. The Guided Exploration group was given tasks to achieve, while the Free Exploration group was asked to learn about the instructional oxygenation management simulation without any specific tasks. Students then completed a posttest that was identical to the pretest with the addition of one novel clinical scenario to assess knowledge transfer. The results of data analysis using paired t-tests showed no significant differences in learning in the post test for the total group. The independent t-test showed no differences in the mean score between the Free and Guided Exploration groups.










Learning Science Through Computer Games and Simulations


Book Description

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.







Art of Constructivist Teaching in the Primary School


Book Description

First Published in 1999. This book arose from a growing awareness of student teachers' need for an easy, informative and inspiring book about the constructivist approach. On hearing that label, students tend to react either with, 'Isn't that marvellous - the answer to all my problems', or 'Sounds fine in theory, but I couldn't do it'. Both are wrong. This book may help to get the balance right.










How People Learn


Book Description

First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methodsâ€"to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.




Simulation and Learning


Book Description

The main idea of this book is that to comprehend the instructional potential of simulation and to design effective simulation-based learning environments, one has to consider both what happens inside the computer and inside the students' minds. The framework adopted to do this is model-centered learning, in which simulation is seen as particularly effective when learning requires a restructuring of the individual mental models of the students, as in conceptual change. Mental models are by themeselves simulations, and thus simulation models can extend our biological capacity to carry out simulative reasoning. For this reason, recent approaches in cognitive science like embodied cognition and the extended mind hypothesis are also considered in the book.. A conceptual model called the “epistemic simulation cycle” is proposed as a blueprint for the comprehension of the cognitive activies involved in simulation-based learning and for instructional design.