Evaluation Techniques of Three Dimensional Simulations for Educational Curriculum
PROCEEDINGS
Patricia Cseh, Susan McManimon, Indiana University of Pennsylvania, United States
Society for Information Technology & Teacher Education International Conference, in Nashville, Tennessee, USA ISBN 978-1-880094-84-6 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
Abstract: This paper reviews the development of the utilization of three dimensional simulations for use in educational curriculum. Simulations have been successfully implemented in medical and military training environments but the trend is slowly emerging in mainstream educational curriculum. This paper presents some of the history of simulations and their evaluation techniques and proceeds to discuss a four dimensional framework developed by Sarah de Freitas and colleagues. This paper will also examine and review the pedagogical frameworks and models for e-learning as a means of providing further insight into the design and evaluation of games and immersive simulations in learning that will facilitate understanding of methods to design pedagogically meaningful games that support the acquisition of learning while providing a motivating and engaging educational environment.
Citation
Cseh, P. & McManimon, S. (2011). Evaluation Techniques of Three Dimensional Simulations for Educational Curriculum. In M. Koehler & P. Mishra (Eds.), Proceedings of SITE 2011--Society for Information Technology & Teacher Education International Conference (pp. 2078-2083). Nashville, Tennessee, USA: Association for the Advancement of Computing in Education (AACE). Retrieved August 6, 2024 from https://www.learntechlib.org/primary/p/36611/.
References
View References & Citations Map- Aldrich, C. (2004). Simulations and the future of learning. San Francisco, John Wiley.
- Amory, A. & Seagram, R. (2003). Educational game models: conceptualization and evaluation. South African Journal of Higher Education, 17, 206-217.
- Becker, K. (2007). Digital game based learning once removed; Teaching teachers. British Journal of Educational Technology, 38(3), 478-488.
- Betz, I.A. (1995). Computer games: increases learning in an interactive multidisciplinary environment. Journal of Educational Technology Systems, 24, 195-205.
- Boud, D., Keogh, R. & Walker, R. (1985). Reflection: turning experience into learning. London: Routledge Falmer.
- Brown, J., Collins, A. & Duguid, R (1989). Situated cognition and the culture of learning. Educational Researcher, 18, 32-41.
- De Freitas, S. & Neumann, T. (2009). The use of ‘exploratory learning’ for supporting immersive learning in virtual environments. Computers& Education, 5(2), 343-352.
- De Freitas, S. & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers& Education, 46, 249-264.
- De Freitas, S., Rebodollo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41, 69-85.
- Duke, R. (1974). Gaming: the future’s language. New York, Sage.
- Duley, D.S. (1981). Field experience education. In A.W. Chickering (Ed.), The Modern American College (pp. 600-613). San
- James, W. (1950). The principles of psychology. England: Dover Publishing.
- Kiili, K. (2007). Foundation ofr problem-based learning. British Journal of Educational Technology, 38(3), 394-404.
- Kirriemuir,J. & McFarlane, A. (2004). Literature review in games and learning. Retrieved June 11, 2004, from http://www.nestafuturelab.org/research/reviews/08_01.htm.
- Kolb, D. (1984). Experiential learning: experience as the source of learning and development. Englewood Cliffs, NJ: Prentice Hall.
- Kriz, W., Hense, J. (2006). Theory-oriented evaluation for the design of and research in gaming and simulation. Simulation and Gaming, 37(2), 268-283.
- Mayes, T., & De Freitas, S. (2010) Review of e-learning theories, frameworks and models [JISC e-Learning Models Desk Study]. Retrieved from http://www.jisc.ac.uk/upload_documents/.
- Moreno, R. & Mayer, R.E. (2005). Role of guidance, reflection, and interactivity in an agent-based multimedia game. Journal of Educational Psychology, 97, 117-128.
- Oliver, M. (2000). An introduction to the evaluation of learning technology. Educational Technology& Society 3(4), 20-30.
- Oliver, M., MacBean, J., Conole, J., & Harvey, J. (2002). Using a toolkit to support the evaluation of learning. Journal of Computer Assisted Learning, 1, 199-208.
- Patton, M. (1997). Utilization-focused evaluation. London: Sage.
- Phillips, D.C. (1995). The good, the bad, and the ugly: the many faces of constructivism.Educational Researcher, 24, 5-12
- Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
- Prensky, M. (2006). Don't bother me mom I'm learning! St. Paul, MN: Continuum.
- Quinn, C.N. (1994). Designing educational computer games. In K. Beattie, C. McNaught& S.Wills (Eds), Interactive multimedia in university education: designing for change in teaching and learning (pp. 45-5 7). Amsterdam: Elsevier.
- Shank, R. (1994). The design of goal0based scenarios. The Journal of Learning Sciences 3(4), P.305.
- Squire, K. (2002). Cultural framing of computer/video games. The International Journal of Computer Game Research, (1).
- Squire, K. (2006). From content to context: Digital games as designed experiences, Educational Researcher 35 (8) P. 19-29.
- Thorndike, E.L. (1921). The psychology of learning. New York: Teacher’s College Columbia University.
- Woods, S. (2004). Loading the dice: the challenge of serious videogames. The International Journal of Computer Game Research, 4(1).
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References