Simulation Learning
Overview
Simulations involve students engaging in interactive experiences that mimic real-world scenarios to explore content, practice skills, and solve problems. These activities may take the form of in-person role-playing; augmented reality (AR) or mixed reality (MR) that combines digital elements into the real world; or full immersion in artificial worlds through high-tech virtual reality (VR). Simulation, especially technology-mediated simulation, enhances students' Attention, Motivation, engagement, and Core Academic Literacies. Furthermore, with teacher support, careful selection of activities, and scaffolding, simulations enhance opportunities for students' use of higher-order thinking skills and their ability to transfer and apply procedural and content knowledge developed within simulations to real-world scenarios
Simulations are typically designed by educators to help students use their Creativity, learn and practice skills, and understand concepts in a safe, controlled environment that encourages exploration and experimentation without risks that might be associated with a real-world experience. Simulation activities can increase learner Motivation as they are rooted in authentic contexts and are typically engaging and hands-on. Additionally, significant improvement in social-emotional learning skills, particularly positive Communication, positive peer feedback, and problem-solving skills has been observed in students as a result of targeted simulation activities.
Example: Use This Strategy in the Classroom
Watch how three middle school teachers used augmented reality apps on phones and tablets in their classrooms to engage students in poetry, music, and science.
Design It into Your Product
Additional Resources
Additional examples, research, and professional development. These resources are possible representations of this strategy, not endorsements.
Factors Supported by this Strategy
More Active learning Strategies
Encouraging children to draw and to explain their drawings in the classroom, can support the development of Core Academic Literacies, especially when solving complex problems across content areas.
Students explaining their thinking during learning is a metacognitive process that involves actively self-questioning or being questioned while exploring new concepts, and explaining thoughts and reasoning in response.
Visiting places connected to classroom learning provides opportunities to add relevance to classroom topics and deepen understanding through firsthand experiences.
Games support learning, as learners engage with new information in fun and informal ways.
Youth participatory action research (YPAR) is a student-centered approach that puts the learner at the helm of the research process, from ideation to dissemination, to investigate and advocate for change they want to see in their schools and communities.