A simulation is a model of a real-world
system whereas games like PacMan and Jeopardy uses trivia and make-believe
places that tend to not use real-life aspects (Clark & Mayer, 2011). Simulations allow the student to be dropped
into a world that they may use after being out of the educational environment. It provides them with real-life scenarios to
think about before they are involved in the environment permanently. This storyboard uses a simulation-type tactic
that provides a real-life scenario to teach the student how to react when they
are in a real situation. This real-life scenario
allows the student to be able to be prepared and engage in what could happen in
the technology field of the everyday life at work and on a personal level. Real-life scenarios allow the students to get
involved, collaborate, and share their own ideas on how they would accomplish
the subject/issue at hand by discussing amongst each other and handling a
variety of issues as they arise. The
scenario that the storyboard provides is having the student think about what it
would be like to help someone (you do not know) with a basic computer
operational task -- such as sending an Email.
They are asked to explain their chosen task, write a dialog of what
could arise when trying to complete this task, and collaborate with other
students to see if their steps are easy to follow while taking suggestions on
how to make their steps more clear. They
are to submit a detailed dialog as well as include a list of questions that
could arise while completing the task as well as proper answers to the
questions.
Clark, R. C., & Mayer, R. E. (2011). E-Learning and the science of instruction:
Proven guidelines for consumer and designer of multimedia learning
(3rd ed.) San Francisco, CA: Pfeiffer.
Clark, R. C., & Mayer, R. E. (2011). E-Learning and the science of instruction:
Proven guidelines for consumer and designer of multimedia learning
(3rd ed.) San Francisco, CA: Pfeiffer.