Simulations, games, and modeling tools for learning

Ton de Jong, Ard Lazonder, Margus Pedaste, Zacharias Zacharia

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

19 Citations (Scopus)
1009 Downloads (Pure)

Abstract

Technologies that enable active learning, and more specifically inquiry or experiential learning, are quickly entering the educational world. These technologies concern simulations or online labs, games, and modelling tools (with which students create runnable models themselves) at different levels of interactivity or realism (also including virtual reality). These technologies are not always effective per se, but to reach sizable learning effects often need to be combined with other instructional approaches, such as direct instruction, and, additionally, they should be embedded in instructional support in the form of, for example, assignments, scaffolds, and prompts. Modern authoring platforms allow teachers to adapt these forms of support to their specific classroom, but future developments recognize individual differences between students and aim towards real-time adaptation of the support to individual student characteristics or learning trajectories.

Original languageEnglish
Title of host publicationInternational Handbook of the Learning Sciences
EditorsFrank Fischer, Cindy E. Hmelo-Silver, Susan R. Goldman, Peter Reimann
PublisherRoutledge
Chapter25
Pages256-266
Number of pages11
ISBN (Electronic)9781317208365
ISBN (Print)9781138670594
DOIs
Publication statusPublished - 1 Jan 2018

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