3/22/2005

Simulations and E-learning

Boy, what a month. I can't believe it has been several weeks since my last post. But I haven't been goofing off...

In the podcasting world, two recent shows from IT Conversations deal with the subject of simulations and games for elearning. One is an interview with Henry Jenkins, the program chair at MIT's program in comparative studies. In the interview he discusses his view that the millennial generation is wired differently than us older folks. He draws the line right around age 35, which leaves me eight years shy. The point is that the extensive use of video games for children under 12 leads to different neural paths in their brains. After around age 12 the pathways are set. This generation compares to the baby boomer generation, who were equally different from their prior generation, due to the early influence of television on their brains. I am all over the idea that learning and approach to the workplace will change as this group comes through our institutions. But I'm not so convinced that they see the world all that differently than us older folks do.

The talk by Clark Aldrich is terrific. He lists 6 qualities that are essential for simulations and learning in general:
  1. Linear content
  2. Systems of content
  3. Cyclical content.
  4. Simulation elements that model reality
  5. Game elements that provide familiar and entertaining interactions
  6. Pedagogical elements that ensure the students’ time is spent productively
He discusses the creation of, and results from the virtual leader simulation that he developed. The game elements in these types of simulations, and their immersive nature lead to strong learning experiences. If you are going to learn to ski, which is better: watching other people ski or doing it yourself? Obviously doing by learning leads to more memorable learning. And that's what the millennials are expecting.

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