What
is an Adventure or Simulation?
Adventures
and simulations are computer representations of imaginary or real
situations that are governed by a set of rules.
Adventures
are programs based on imaginary situations. Users of adventures
become involved in a role situation where they either become the
main character or help other characters within the adventure.
Adventures usually involve quests that entail using clues, collecting
various objects, using objects at appropriate places and problem
solving.
Pupils
in the Early Years will use very simple adventures that have limited
choices. These adventures allow pupils to move through the tasks
in a linear fashion. Pupils working through linear adventures/activities
are usually confined to solving individual problems at appropriate
locations within the imaginary world. The problems posed within
adventures support literacy and numeracy. Simple adventures have
options that provide different levels of difficulty for users.
Simulations
are programs that simulate a real situation within the confines
of a computer model. Younger pupils can use very simple simulations
that reflect the activities that they would normally carry out
in real life.
Both
adventure and simulation packages can provide teachers of very
young pupils with exciting resources that enhance many aspects
of learning, as well as developing social skills. Adventures and
simulations can offer a fun element to learning as well as providing
pupils with opportunities to pose questions of the nature: "What
would happen if...?" This can be relevant from a very early
age.
Examples
of using Adventures and Simulations with Pupils in the Early Years:
Adventures
or simulations would have to be simplistic in nature and contain
only a limited amount of text. Suitable programs would need to
contain high quality graphics and animations, which would be instantly
appealing to very young children. Speech facilities would need
to be present for providing instruction, emphasising text, explaining
outcomes as well as providing constant encouragement to the children.
Options containing varying degrees of difficulty would be highly
advantageous. Such programs would include the following:
-
a simple adventure program where pupils can relate with a character
in an imaginary place. Pupils can, through interaction with
the character, explore and discover the imaginary world that
they have entered. Each location could contain simple problem
solving exercises, such as sequencing, symmetry, patterns, colour
recognition, number recognition, letter or word recognition
etc.
-
simple simulation packages that reflect real life experiences
or play activities. This could entail moving objects across
the screen. For example, a teddy bear could be dressed or furniture
placed within a room of a house
Classroom
Strategies for Adventures and Simulations
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