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Computer simulations in science education

BY: @sawsenrh | CREATED: Jan. 9, 2022, 12:41 p.m. | VOTES: 106 | PAYOUT: $0.07 | [ VOTE ]

Definition of a computer simulation

Simulations are computer programs that contain a simplified model of a system or process. Scientific numerical simulations are based on the implementation of theoretical models and are used to study the operation and properties of a modeled system as well as to predict its evolution. Alessi and Trollip (1991) describe simulations in an educational context:
>>“A simulation is a powerful technique that teaches about some aspect of the world by imitating or replicating it. Students are not only motivated by simulations, but learn by interacting with them in a manner similar to the way they would react in real situations. In almost every instance, a simulation also simplifies reality by omitting or changing details. In this simplified world, the student solves problems, learns procedures, comes to understand the characteristics of phenomena and how to control them, or learns what actions to take in different situations. "
[IMAGE: https://images.ecency.com/DQmSxHtDdXWDPER7tm6VinVSSt6NBKNcah1aGxoUapC6M65/veille_1.jpg]
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Types of simulations

Contribution of simulations to science education

Real systems, studied in science education, are complex and dynamic. They are often presented in a simplified manner in order to allow students to focus on the critical information or skills to be developed, and therefore to facilitate their learning.

According to Mintz (1993), one of the most promising computer applications in science education is the use of simulations to develop teaching materials suitable for experiments that we cannot perform by conventional laboratory experimentation in the classroom.

According to Roth and Roychoudhury (1993), simulations can activate basic procedural skills in science students such as observing, measuring, communicating, classifying, predicting, as well as procedural skills built into the scientific process, such as controlling variables, formulating hypotheses, interpret data, experiment and formulate models (Padilla et al., 1990).

Mintz (1993) studied computer simulations as a tool for scientific inquiry, considered a fundamental principle for science learning (National Standard Science Education, 1996). The scientific investigation process includes making hypotheses, performing experiments, observing and recording data, and writing conclusions. He reported that simulation can increase and improve classroom work. Simulations, as an investigative tool, improve motivation and interest.

Since non-verbal representations stimulate brain activity (Clements & McMillen, 1996), simulation multiplies the forms of representation (images, animations, graphics, digital data) (Cholmsky, 2003). By leaving to the learner the choice of the representations he prefers, it allows learning to be individualized and opens the door to an analysis of the pupil's ways of thinking: by observing the choice of his representations at the same time. 'screen, through metacognitive tools and evaluations.

The question asked: can simulation be as efficient as the conventional laboratory or replace it? The answer would be that it depends on the concept or the situation. For example Choi and Gennaro (1987) compared the effectiveness of simulated computer experiments versus manual laboratory experiments in teaching the concept of volume displacement to middle school students. They found that simulated computer experiments were as effective as manual lab experiments.

Generally, the teaching of science suffers from a lack of interactions between the theoretical world where the student manipulates notions and concepts, the practical world or the student manipulates concrete devices and objects. Simulation can be considered as an intermediate level between theoretical models and the physical manifestations of the phenomena studied (Richoux, Saveltat and Beaufils, 2002)

=> Research also shows that simulations can:
- contribute to conceptual change (Windschitl and Andre, 1998);
- providing open experiences for students (Sadler et al., 1999);
- provide tools for scientific inquiry (Windschitl, 2000) and problem-solving experiments (Howse, 1998)

TAGS: [ #Education & Training ] [ #Regional Press ] [ #palnet ] [ #education ] [ #learning ] [ #computer ] [ #technology ] [ #simulation ] [ #pedagogy ] [ #innovation ]

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