immersive simulation improves learning
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Post on 18-Dec-2014
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DESCRIPTIONA short presentation that highlights the key elements within Immersive Sims that drive learning performance. Provides links to evidence based studies.
- 1. Immersive Learning Simulations
- Rich skills practice
- 2. High motivation
- 3. Authentic learning
- 4. Safe failure
- 5. Deep learning
- 6. Precise measurement
- 7. Best form of rich skills practice
- 93% of deployments showed better or much better results than other methods.
- 8. For complex knowledge, skill acquisition and procedure learning.
- 9. Deep learning through rehearsal, practice, failure, feedback and success.
- 10. Motivation
Engage and Motivate
Motivation necessary for learning improvement
** Rome game testing. Independent testing with 3,000 students over 3 weeks.
ILS scored higher than any other format on each metric.
- 11. Authentic Learning
Realistic scenarios increase knowledge transfer
A progression of practice opportunitieshelps promote transfer, since learners are continually transferring their skills from one practice opportunity to the next.
The Mission Game provides learners with a practice experience that bears strong similarities to real-life this increases transfer and the likelihood that trainees will actually be able to apply their skills in real life.
Beal, C., Johnson, W.L., Dabrowski, R., & Wu, S. (2005). Iterative feedback and simulation-based
practice in the Tactical Language Training System
- 12. Safe failure
Error management critical for learning improvement*
ILS encourage error management
People can test scenarios, get real-time feedback, and review and evaluate both good performance and potentially catastrophic mistakes
* Keith N, Frese M. Self-regulation in error management training: emotion control and metacognition as mediators of performance effects. J Appl Psychol. 2005 Jul;90(4):677-91
- 13. Mentoring and measurement
Developing expertise requires deliberate practice supervised by knowledgeable mentors*
ILS provide deep diagnostics to support mentoring
- Measure actual behaviour performance
- 14. Observe avoidant or non behaviour
- 15. Decision making
- 16. Judgement
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