The inclusion of Simulations and Games
can have a lasting positive effect on both the e-learner and of the material of
the e-learning instruction. Simulations
and Games can allow the learner not
only to experience an element of interactivity and participation, helping to
bridge synchronous learning into an otherwise asynchronous environment, but
will help in deeper learning as the e-learner’s ability to be engaged can also
allow for more of a learner-controlled environment by offering a participatory
element to the e-learning instruction.
Learners are categorized in to having one
of three learning strengths: Audio, Visual, or Kinesthetic. By incorporating the use of Simulations and Games,
this offers an opportunity for all three types of learners to be engaged. In
developing and implementing simulation or gaming components to the e-learning
instruction, relevance is also an important aspect to consider.
By including Simulations and Games in
to the e-learning instruction, this can
also allow for the inclusion or implementation of Explanatory Feedback as well, where students would receive a lengthy
and descriptive (and relevant) response based on the results of their selection
choice. To help with making the asynchronous learning environment have a level
of synchronous learning from within, students can receive automated response
feedback (Explanatory Feedback) in
relation to their choice selection. In Chapter 12 of E-Learning and the Science of Instruction, authors Ruth C. Clark
and Richard E. Mayer state of Explanatory
Feedback that it “provides a much better opportunity for learning because
it incorporates an explanation. A missed question is a teachable moment. The
learner is open to a brief instructional explanation that will help build the
right mental model” (Clark & Mayer, pg. 263).
Based on the idea that the e-learning
instruction is merely a virtual modeling of a real-life situation or learning
component process, the inclusion of simulations and games will help to give an
experiential element to the learning process for the e-learner.
Reference:
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.
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