Teaching
with Contrived experiences
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The
model of the atom, the globe, the planetarium, the stimulated election process
and the preserved specimen fall under contrived
experiences, the second band of experiences in Dale’s Cone of Experiences.
What
are Contrive experiences?
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are
used as substitutes for real things when it is not practical or not possible to
bring or to the real thing in the classroom. These contrive experiences are
designed to stimulate to real-life situations.
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The
atom, the planetarium are classified as models. A model is a “reproduction of real thing in a small scale, or large
scale, or exact size-but made of synthetic materials. It is substitute for a
real thing which may or may not be operational”.
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The
planetarium may also be considered a mock up. A mock up is arrangement of real device or associated devices,
displayed in such way that representation of reality is created. The
planetarium is an example of a mock up.
In
the sense that the order or the arrangement of the planets is shown and the
real process of the planets rotation on their axis and the revolution of the
planets around the sun are displayed
The
preserved specimens fall under specimens
and objects. A specimen is any
individual or item considered typical of a group, class or whole. Objects may also include artifacts displayed
in museum or objects displayed in exhibits or preserved insects in science.
The
school election process described above is a form of simulation. Simulation is a “representation of
manageable real event in which the learner is an active participant engaged in
learning behaviour or in applying previously acquired skills or knowledge.”
Is
there a difference between a game and simulation? Game is played to win while simulation need not have a winner. Simulation, seem to be more
easily applied to the study of issue rather than to processes.
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Why do we make
use of contrived experiences?
1.
Overcome
limitation of space and time.
2.
To
“edit” reality for us be able to focus on parts or process of a system that we
intend to study.
3.
To
overcome difficulties of size.
4.
To
understand the inaccessible.
5.
Help
the learners understand abstractions.
We
use simulations and games to make our classes interactive and to develop the
decision making skills and knowledge construction skills of our students.
Ten
general purposes of simulation and game in education.
1. To develop changes in attitudes
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