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How to Help your Employees, Administrators, and Students Understand What Unites Them - and What Makes Them Unique

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Kevin Anthony Stoda
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"Situated learning" is a focus developed from constructivist theories of education (Quay, 2003).  Lunce (2006) notes that a "fundamental concept of situated learning is that all learning takes place in a specific context and the context significantly impacts learning.  When learning is removed from its context, the value of the knowledge and the relevance of that knowledge to the learner become depreciated." An important aspect of using simulations or situated learning experiences to motivate and educate is the fact that the more situated in the "real world" the learning appears to the student/trainee, the less necessary it is for educators and learners to employ linear approaches to the material encompassed. This means that in either a simulation or in collaborative activities "students engaged in situated learning tend to exhibit emergent meta-cognitive behaviours." 

 

Such meta-cognitive reflections are the heart-and-soul of well-designed simulations, which always entail a reflective "debriefing" practice for educators and students. One reason that both situated learning and collaborative learning situations provide such a positive experience for students and trainers is that they create "a community of practice" whereby participants and trainers see themselves as peers. "As the learner's knowledge and skills increase, the role and status of the learner as a member of a community gradually evolves from that of novice or apprentice to expert" (Lunce).   In both the short-term and the long term, simulations and situated learning have a positive impact on how participants and teacher approach the building of knowledge communities (Christal, Ferneding, Kennedy, & Puthoff  2001).

 

Chilcott explains that a simulation is "designed to replicate a real-life situation as closely as desired, has students assume roles as they analyse data, make decisions and solve the problems inherent in the situation.  As the simulation proceeds, students respond to the changes within the situation by studying the consequences of their decisions and subsequent actions and predicting future problems/solutions."  There are a great variety of simulations already available, online, in-packages, or offered by good training institutions around the globe.

 

For example, there are many simulation games online for single and multiplayer for the board game RISK (Bodine, 2013) , which geography and history teachers have employed for years to encourage students to enquire spatial and geographic knowledge. PhET of Colorado, alone, offers for free over 110 million simulations currently online for teachers to employ with students in the classroom. The creator of Barnga, Sivasailam Thiagarajan (2013) offers over 150 free work-place simulations on his website.

 

Chilcott classifies simulations in the classroom into two types: (1)  role-playing simulations and (2) system dynamic simulations. In contrast to role-playing, the focus in system dynamic simulations is that participants will experience how a real-world situation plays out over time.  Several simulations, such as the aforementioned cross-cultural simulation, Barnga, can be used in both of these types of simulation.

 

Table 1

Chilcott's  (1996) Classifications

Role-Playing Simulations

System Dynamic Simulations

Description

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KEVIN STODA-has been blessed to have either traveled in or worked in nearly 100 countries on five continents over the past two and a half decades.--He sees himself as a peace educator and have been-- a promoter of good economic and social development--making-him an enemy of my homelands humongous DEFENSE SPENDING and its focus on using weapons to try and solve global (more...)
 

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