2002
DOI: 10.1177/1046878102238606
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Constructs of Simulation Evaluation

Abstract: Although instructional research on simulation has been around for almost 40 years, validation research has failed to hold itself to a common, scientifically acceptable methodology for evaluating this type of learning environment. Several comprehensive reviews of simulation assessment literature have all concluded that this problem stems from poorly designed studies, a failure to adhere to a generally accepted research taxonomy, and no well-defined constructs with which to assess learning outcomes. This article… Show more

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Cited by 142 publications
(69 citation statements)
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“…The history of efforts to study and prove their effectiveness and efficiency as a learning tool for business education purposes is also long (Wolfe & Crookall, 1998) and has been accompanied by changes in what has been accepted as valid evaluation criteria and methodologies (Feinstein & Cannon, 2002). Accordingly, a frequent critique in the gaming simulation literature concerns the conduct and results of its evaluation activities.…”
Section: Abstract: Business Games; Evaluation Methods; Logic Model; Smentioning
confidence: 99%
See 1 more Smart Citation
“…The history of efforts to study and prove their effectiveness and efficiency as a learning tool for business education purposes is also long (Wolfe & Crookall, 1998) and has been accompanied by changes in what has been accepted as valid evaluation criteria and methodologies (Feinstein & Cannon, 2002). Accordingly, a frequent critique in the gaming simulation literature concerns the conduct and results of its evaluation activities.…”
Section: Abstract: Business Games; Evaluation Methods; Logic Model; Smentioning
confidence: 99%
“…Hence, in addition to student factors, aspects of the learning environment as well as teacher characteristics have been included on the input side of the model. Concerning the learning environment, research suggests that there are two important quality aspects of gaming simulations (Feinstein & Cannon, 2002;Gosen & Washbush, 2004). Content quality refers to the simulation model within the game, which has to be a valid representation of reality to enable students to acquire applicable knowledge.…”
mentioning
confidence: 99%
“…Nas simulações, as fidelidades física e comportamental são os graus em que o modelo de simulação: se parece fisicamente (interface, áudios e controles); ou age (informações, estímulos e respostas) e reage (comportamento e interatividade) às tarefas sendo executadas, comparadas ao equipamento, ambiente ou fenômeno do mundo real [23]. Entretanto, estudos indicaram que a percepção de verossimilhança é mais importante do que a alta fidelidade [23].…”
Section: Metodologias Específicasunclassified
“…Entretanto, estudos indicaram que a percepção de verossimilhança é mais importante do que a alta fidelidade [23]. Além de que, alguns componentes de simulação que reduzem o realismo podem aumentar o aprendizado, tais como, parar e reiniciar, ou um mecanismo de feedback avançado [24].…”
Section: Metodologias Específicasunclassified
“…However, despite all the benefits described above on the learning environment that virtual enterprises bring up for students, more empirical studies supported with substantial research are needed to concrete the learning outcomes, in terms of competences, acquired by students (Feinstein and Cannon 2002). The purpose of this work is to contribute in this regard trying to shed some light on the effectiveness of virtual enterprises in terms of these learning outcomes.…”
Section: Theoretical Backgroundmentioning
confidence: 99%