Date post: | 15-Jul-2015 |
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Education |
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CONTRIVED EXPERIENCES
Models
Games
Objects
Specimen
Simulation
Mock up
Description of Contrived Experiences :
Models
Mock- up
Specimen
Objects
Simulation
Games
Conclusion
These are “edited” copies of reality
Used as substitutes for real things when it is not practical or possible to bring or do the real thing in the classroom
Designed to simulate real-life situations
Examples are Models, Mock up , simulation, games and specimen
A reproduction of a real thing in a small
or large scale, or exact size—but made
of synthetic materials
Substitute for a real thing which may or
may not be operational
These models are in a small scale of their original thing and
it is made of synthetic materials
An arrangement of a real device or
associated devices, displayed in such a
way that presentation of reality is
created
May be simplified in order to emphasize
certain features
A special model where the parts of a
model are singled out, heightened and
magnified in order to focus on that part
or process under study.
The different parts of the body shown above
can be detached and single out so that the
learner can focus on parts that he/she intend to
study.
A small amount or piece of something
that can be tested or examined
Is any individual or item considered
typical of a group , class or whole
A part or an individual taken as
exemplifying a whole mass or number
The picture above shows the specimen
of different creature
May also include artifacts displayed in a
museum or objects displayed in exhibits
The object can prompt our thoughts and
understanding to develop in a range of
different areas. It’s a point of departure
for learning and creativity.
It links us to a period in time and
individuals that we can have no tangible
contact with otherwise.
Artifacts is one example of objects
A representation of a manageable real
event in which the learner is an active
participant engage in learning behavior
Learners learn best when they are
actively experiencing something,
particularly if it is accompanied by
intense emotions, may result in long
lasting learning
The illustration above shows an earthquake drill. Drill is one
example of simulation where it creates a situation highly
similar to the real event.
Designed to create a compelling
complex problem space or world, which
players come to understand through self-
directed exploration.
Create a compelling need to know, a
need to ask, examine, assimilate and
master certain skills and content areas.
Games makes the class fully alive and
active
Why do we make use of contrived
experiences?
To overcome limitations of space and
time
To overcome difficulties of size
To understand the inaccessible
Help the learners understand
abstractions
A Final Requirement In Educational
Technology 1
Prepared by:
Geline Grace M. Bote
2SEd-En