1999
DOI: 10.1177/104687819903000409
|View full text |Cite
|
Sign up to set email alerts
|

Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning

Abstract: This article provides an overview of the evolution of experiential instruction theory and practice from its popular emergence in the late 1960s through the present period. Simulations, games, and other experience-based instructional methods have had a substantial impact on teaching concepts and applications during this period. They have also helped to address many of the limitations of traditional instructional methods, seven of which are discussed in the article. In addition to influencing classroom instructi… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2

Citation Types

1
139
0
18

Year Published

2005
2005
2023
2023

Publication Types

Select...
4
2

Relationship

0
6

Authors

Journals

citations
Cited by 271 publications
(158 citation statements)
references
References 8 publications
1
139
0
18
Order By: Relevance
“…Simulations games can overcome some of the limitations associated with more traditional learning (Ruben, 1999) and activate the learner. Simulation games as a teaching method have a long history (Greenblat, 1973).…”
Section: Activating Students Through Simulation Gamesmentioning
confidence: 99%
See 3 more Smart Citations
“…Simulations games can overcome some of the limitations associated with more traditional learning (Ruben, 1999) and activate the learner. Simulation games as a teaching method have a long history (Greenblat, 1973).…”
Section: Activating Students Through Simulation Gamesmentioning
confidence: 99%
“…In this paradigm, the student holds the responsibility for his/her learning (see Table 1). While the traditional paradigm only recognized the classroom experience, it is now recognized that learning occurs also in other settings and is often "social, collaborative, and peer based" (Ruben, 1999). Whereas these theories focussed on the experiencebased and social aspects of learning, Kolb (1984) argued that students do not all learn in the same way.…”
Section: The Construction Of Knowledgementioning
confidence: 99%
See 2 more Smart Citations
“…Examples are: (1) when conventional graphical symbol systems are used as analogs for both physical and nonphysical processes (Larkin & Simon, 1987); (2) when graphical metaphors allow cognition to be ''externalized'' (Scaife & Rogers, 1996;Tanimoto, Winn, & Akers, 2002) for students to observe and manipulate directly, and, most important for this study; (3) when the graphics are animated to show change over time (Price, 2002;Tversky, Morrison, & Betrancourt, 2002). For these reasons, it was expected that the simulation of ocean processes would be most effective in the second and third (''abstracting'' and ''reflecting'') stages of Kolb's cycle (Ruben, 1999;Soderberg & Price, 2003). By contrast, doing exercises on a research vessel would provide the direct sensory experiences that a computer simulation cannot, and would be more effective for the first and fourth (''data-gathering'' and ''experimentation'') stages of the cycle (Whitford & Eisman, 1999).…”
mentioning
confidence: 99%