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Storyboard on Computer Simulation sakondra.moore@waldenu.edu PhD in EducationSpecialization: Educational Technology Educ 7101-2 Diffusion and Integration of Technology in Education
Computer Simulation
What is Computer Simulation? Computer  Simulation is a computer model, or a computational model that  is a computer program, or network of computers, that attempts to simulate an abstract model of a particular system. Computer simulations have become a useful part of mathematical modeling of many natural systems in physics, astrophysics, chemistry and biology, human systems in economics, psychology, social science, and engineering. (Wikipedia, 2010)
The Need/Problem ,[object Object]
Reduce barriers for media in the classroom
Alternative learning
Provide models for skill learning
Increase content knowledge
Games,[object Object]
Research It all began in the 1960s with Ivan Sutherland of Stanford University experimented with computer graphics and wrote a software program called SketchPad while working toward his doctoral degree making his computer manipulate engineering drawings.
Development ,[object Object]
Resources
Quality Assurance
Flexibility,[object Object]
Computer-based Trainings
Trial Software,[object Object]
Innovation-Decision Process
Knowledge ,[object Object]
First Impression
Exploration
Internet,[object Object]
Game ware/Software
Learning goals
Interactivity
Social connections for disabled
Curriculum
Internet games/software,[object Object]
Kids love to be creative with digital images , podcasting, etc.

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Storyboard moores2

Notas do Editor

  1. Today, I will introduce to you computer simulation. We are living in a society where children are born into a digital age meaning they are digital learners. Therefore, we as instructors must be able to teach them and relate to them correspondingly. It has been stated that instructors are afraid of technology. Well technology has changed to promote efficiency in communication and effectiveness in instruction to increase student achievement. Research has proven that students learn best when they are able to apply or relate skills taught with hands-on real life scenarios.
  2. 1. Reflection- provides individual learning styles and 2.Benchmark-test simulation3. Measure against learning objectives4. Students have the opportunity to form connections5.Bridging theoretical knowledge with the real world6. Scaffolding, facilitated by the teacher
  3. Support a balance of assessments, including high-quality standardized testing along with effective classroom formative and summative assessmentsEmphasize useful feedback on student performance that is embedded into everyday learningRequire a balance of technology-enhanced, formative and summative assessments that measure student mastery of 21st century skillsEnable development of portfolios of student work that demonstrate mastery of 21st century skills to educators and prospective employersEnable a balanced portfolio of measures to assess the educational system’s effectiveness at reaching high levels of student competency in 21st century skillshttp://www.p21.org/route21/index.php?option=com_content&view=article&id=30&Itemid=18
  4. 1. 3D modeling used in science, architecture, computer games, motion pictures, and video games.2. Computer and Games are one of the U.S. top sellers ranking at sales over $7.4 billion dollars.3. Average user is 33 and majority womenComputer Simulated environments need to be prepared thoroughly. Therefore, enough funds need to be calculated in school budgets. Take into considerations the need of the students, the content area, class schedules, building in which classroom is located, time allotted for implementation, and infrastructure needs.
  5. Professional Developments should be set for vendors, teachers, and administrators. There should be a minimum of two days for training. Day 1 should be the introduction of simulation software for content areas. Day 2 should be hands-on team experiments, administrative tasks, implementation tasks such as cost, and Introduction to structure of the software.
  6. Rogers (2003) Innovation-Decision Process. Knowledge persuasionDecisionImplementationConfirmation2. I will discuss each one as it pertains to computer simulation in the upcoming slides
  7. Many learning tools incorporated into the curriculums now are in the form of games or digital media technology.It makes learning more interesting and entertaining.Children remember better when the lessons are related to real world situations or entertainment.Children today are born into a digital media society so that is what their learning environment has to relate to.According to research, computer simulation increases student achievement.Computer simulation can be used to tell stories, interactive spreadsheets, mathemetics, and virtual tours in science
  8. Games make classes engaging: fun, rewards, competitions, discovery, and social worth.Genre of games:Role playing AdventureMultiplayerAction Fighting
  9. Computer Simulation helps student s develop analytical and decision-making skills
  10. Computer simulation guides and training books will be provided for instructional purposes, including content area, objective, lessons, and activities.
  11. IT will always be available through the vendor support staff 24 hours.
  12. Administrators and teachers need to have done research develop an understanding of the need of computer simulation and be prepared to present it to parents and other community officials if necessary.Teachers need to be prepared to introduce software to students.
  13. Who would you expect to be (or who are) the innovators and early adopters in your field of work for the innovation you are exploring? What strategies are the most persuasive in convincing them to adopt the innovation? There are a large number of professors and corporate level personnel conducting research on computer simulation. Implementing new ways to enhance simulation in the workforce and training students how to use it at collegiate levels.
  14. Who do you think would be (or who are) the laggards in terms of rejecting the innovation? What strategies would be best to help move them toward adoption? Computer Simulation will be excellent to implement in vocational schools, math, and science courses to facilitate real world experiments.
  15. Scholarships
  16. Which combination of perceived attributes would be best for helping your innovation meet critical mass in your industry? Complexity- parents who are technical literate will not understand the benefits iof computer simulation. Therefore, teacher must provide demonstrations Compatibility –the parent-teacher-student interaction where teachers provide demonstrations of software used for simulation in the classroomObservability- parent’s day where the parents can come into the classroom to see what students are working on
  17. Do you believe a centralized or decentralized approach would work best for the adoption of the innovation you are proposing to the Board of Directors? The classical diffusion approach assumes a centralized research and development organization that makes most decisions about the innovation and its diffusion. The advantages of the centralized approach to technology development and dissemination are: a collectivity of technical experts devoted to improving the quality of the technology, coordinated efforts at technology transfer, and a limited ability to gain adoption of innovations not popular but important for societal well-being (e.g., seat belt requirements, anti-smoking campaigns, environmental protection laws, civil rights legislation). The decentralized diffusion approach entails technology development and dissemination from small firms, local entrepreneurs, and grass-roots organizations. The advantages of decentralized innovation development and diffusion are: advancement of needed changes in the social system (i.e., social movements regarding civil rights, feminism, environmentalism), encouragement of local initiative in small firms, local control of technology development, and motivation for self-reliance.
  18. Who will you recommend as key change agents in your organization, and how can the seven roles of a change agent be used in your organization to effect positive social change? These people must first acknowledge the need for computer simulation, build a relationship with vendors, implement a plan of action, stabilize, and build a terminal relationship. (Rogers, 2003)The change agent influences clients' innovation decisions in a direction deemed desirable by a change agency. Change agents act as linkers between the change agency and clients. The change agent: develops a perceived need for change, establishes an information exchange relationship (credibility), diagnoses problems, creates intent to change in the client, translates intent into action, stabilizes adoption and prevents discontinuance, and achieves a terminal relationship. Change agent success depends upon: change agent effort, change agency vs. client orientation, change agent empathy, homophily and change agent contact, change agent contact with lower status clients, effective use of paraprofessional aides, working with opinion leaders, and the client's evaluative ability to judge the innovation for themselves (the change agent should educate as well as diffuse). Teachers-we want to target teachers who are leaders, and content expertise. Teachers need to understand how the simulated activities connect to the curriculum standards. -What the goals are for each exercise and the benefits of the student-teachers should formulat a comfort zone before teaching it to students-teachers need to be technology friendlyAdministrators-should value technology and understand its worth to students as well as society, be team leaders, understand the need of teachers and how they react to change.StudentsBoard MembersSoftware Vendors
  19. Has the innovation you are proposing to the Board already met critical mass in society? If it has not met critical mass, which of the four strategies for achieving critical mass do you recommend to the Board for your innovation?