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Theory Ancestry
Many people challenged Piaget’s theory for its lack of social and cultural components. This left room for Lev Vygotsky, a psychologist, to present his theory that children developed at a higher level when they were practicing in a social environment. Follow his theory tree right until the point where it joins Papert’s microworlds and there will be the formal introduction of simulations. When you add the social aspect of the interactions to the interactions of the environment, there is a clear line of sight into the idea that learners can self-regulate their own education based on communication with peers and instructors. When the facilitators are not providing information but instead providing the opportunity for the students to find the information and interpret it for themselves, there is, under the constructionist learning theory, a higher level of understanding and knowledge gained than from any other method.
Real-World Examples
1.
The picture above shows a battle scene from the popular video game series, Medieval II: Total War. In the picture, Aztec eagle warriors face off against Spanish soldiers. The video game takes a particular snapshot of world history. Players conquer territories and eliminating certain other factions. Players can take on the role of New Spain under the leadership of Hernan Cortes and Diego de Velazquez, who in actuality were political enemies. They can also play as a number of Native American factions, notably the Aztec and the Maya.
New, interactive techniques are more popular, and may help historians teach history in better ways. What better way to understand the task set ahead of Cortes than to see first hand how limited resources, an unfamiliar political environment, and a lack of support from his home affected the outcome of his expedition into Mexico? This sort of activity could be valuable as it brings history to higher levels of interactivity, decentralization of learning, and student empowerment. It is possible that some time in the near future interactive simulations will become more the norm than the exception, but their value to the historical profession is one that has yet to be tapped sufficiently.
2.
This interactive 3D simulation from Pearson Prentice Hall gives students access to a running 4 cylinder engine, in a safe and risk-free environment. Students can use the simulation to learn how a piston works independently, and within a four-stroke engine. The simulation allows students to watch 3D animations of the four-stroke engine from any angle or distance, speed-up and slow-down the engine, as well as pause and show engine labels - all in real-time 3D. A complex mechanical process, like a four-stroke engine, is an easily understood lesson when delivered as an interactive 3D training simulation.
External links
References
2. Cunningham, C. (2009). “Transforming Schooling Through Technology: Twenty-First_Century Approaches to Participatory Learning.” Education and Culture, p. 46-61.
3. DelGaudio, J. (1999) “Should Historians Become Programmers? Limitations and Possibilities of Computer-Assisted Instruction in the United States History Survey” The History Teacher, p. 67-78.
4. Gee, J. (2003) What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.
5. Hanson, V. (2001). Carnage and Culture. New York: Doubleday, 172.
6. Laine A., Lavonon J., & Meisalo V. 2002. Current Research on Mathematics and Science Education. Proceedings of the 21st Annual Symposium of the Finnish Association of Mathematics and Science Education Research, University of Helsinki, Helsinki, Finland.
Piaget, J. 1972. The Psychology of the Child. New York: Basic Books.
7. Shaffer, D. (2006). How Computer Games Help Children Learn. New York: Palgrave Macmillan, p. 123.
8. Silvia, Schmid (1997), "Pestalozzi's Spheres of Life", Journal of the Midwest History of Education Society.
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