Pocaro and Musawa continue by noting: "Often traditional research aims
only for the first goal, while education design in practice aims for the
second. To meet both goals, design research requires close collaboration
between researchers, and practitioners to understand to understand the problem
at the local level." These authors provide the example that in
Finally, it cannot be over-emphasized that simulations and training
activities will require many refinements and reiterations by collaborators over
time to develop them fully within the
ELEMENTS OF IMPLEMENTATION
AND CREATION
There
are usually four stages to any simulation: an
introductory phase, an activity stage, a debriefing stage, and a stage for closur e--or in some
cases, a stage for commitment or recommitment for improvement or reform/change.
As
with any educational activity, setting the stage for the simulation is extremely
important. However, because the activity can be misunderstood by students and
others to be simply a fun activity or simply seen as a diversion or game, it is
important that objectives be communicated well, i.e. in order to decrease the
likelihood of further misunderstandings or misinterpretations throughout the
activity and debriefing. Chilcott lists
eleven main points to be covered effectively in such an orientation:
(1)
Specific learning outcomes of the
activity
(2)
Explanation of why simulations are
appropriate for the content
(3)
What procedures and roles need to
be followed
(4)
Distinguish differences between
simulation and the reality it represents
(5)
Emphasize the great importance of
the debriefing at the end of activity
(6)
Encourage participants to keep
track of creative ideas & divergent thinking that emerges
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