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An instructional simulation, also called an educational simulation, is a simulation of some type of reality (system or environment) but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation.
It is important to define game and simulation. Viewing games as systems of interaction, playing is a form of contact by interaction given the central role of play within games. [3] Prior to exploring specific differences between digital and non-digital games and simulations, it is advisable to understand the simulation on a conceptual level.
Greenfoot is an integrated development environment using Java or Stride designed primarily for educational purposes at the high school and undergraduate level. It allows easy development of two-dimensional graphical applications, such as simulations and interactive games.
Blended learning or hybrid learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods.
In client-side simulation, the simulation program is downloaded from the server side but completely executed on the client side, for example using Java applets, Flash animations, JavaScript, or some mathematical software viewer plug-in. Server-side simulation is not scalable for many simultaneous users, but places fewer demands on the user ...
Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]
Task-supported language teaching (TSLT) also incorporates tasks as a central part of the lesson. However, while TBLT follows the pre-task, task, and post-task sequence, TSLT uses Present-Practice-Produce model as its backbone, then adds a task as an activity to practice linguistic items in the production stage. [ 26 ]
Scratch is a high-level, block-based visual programming language and website aimed primarily at children as an educational tool, with a target audience of ages 8 to 16. [9] [10] Users on the site can create projects on the website using a block-like interface.
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