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In education, virtual learning environments are simulated experiences which utilize the pedagogical strategies of instructional modeling and role playing for the teaching of new concepts. The environment in which the experiences are presented is a virtual one often accessed via a computer or other video projection interface.
A simulation game is "a game that contains a mixture of skill, chance, and strategy to simulate an aspect of reality, such as a stock exchange".Similarly, Finnish author Virpi Ruohomäki states that "a simulation game combines the features of a game (competition, cooperation, rules, participants, roles) with those of a simulation (incorporation of critical features of reality).
A study shows that a mix of virtual and traditional education can effectively improve music learning results, despite concerns for physical and pedagogical problems including virtual sickness and isolation. [20] The usage of virtual reality in K-12 music education is still widely in experimentation, while research has presented promising results.
Differentiated instruction and assessment, also known as differentiated learning or, in education, simply, differentiation, is a framework or philosophy for effective teaching that involves providing all students within their diverse classroom community of learners a range of different avenues for understanding new information (often in the same classroom) in terms of: acquiring content ...
Virtual education and simulated learning opportunities, such as games or dissections, offer opportunities for students to connect classroom content to authentic situations. [23] Educational content, pervasively embedded in objects, is all around the learner, who may not even be conscious of the learning process. [24]
Human-in-the-loop simulation of outer space Visualization of a direct numerical simulation model. Historically, simulations used in different fields developed largely independently, but 20th-century studies of systems theory and cybernetics combined with spreading use of computers across all those fields have led to some unification and a more systematic view of the concept.
A study by Jerome I. Rotgans and Henk G. Schmidt showed a correlation between three teachers' characteristics and students' situational interest in an active learning classroom. Situational interest is defined as "focused attention and an affective reaction that is triggered in the moment by environmental stimuli, which may or may not last over ...
Much of the debate about digital games for education was based on whether or not games are good for education. But that question is overly simplistic. The National Research Council's report on laboratory activities and simulations [ 4 ] makes clear that the design and not merely the medium of a physical or virtual learning activity determines ...