Professional Documents
Culture Documents
Annotated Bibliography
Baljeet Gill
With a drastic change to the British Columbia K-12 curriculum shifting the focus of education
from purely content driven to more competencies based, I see an issue around how we, as
educators, can encourage students to focus on the bigger ideas as laid out in each BC course
curriculum document. I question how simulations can assist educators in the science and math
classrooms to deepen student understanding, support the changes in the BC K-12 curriculum
through inquiry learning and how we can help educators adopt these strategies in their own
classroom. As a business education teacher at the Rick Hansen Secondary School of Science
and Business, I have had the privilege of extensive professional development in the areas of
inquiry learning and its benefits to students learning; I would now like to to further my
can often forget that students dont have the same experiences as me and thus cannot perceive
the information as I do unless I am able to have them go through these experiences as well; as
Fosnot puts it we cannot afford to forget that knowledge does not exist outside a persons
mind (Fosnot, 2013, p.199). From an educational perspective, it is imperative that student
experience and context be very close to the top of the list during curriculum and lesson design -
in order to make learning meaningful, students must be able to not only experience and
To explore the issue of how simulations may be able to assist students and educators in the
science and math classroom in British Columbia, I chose to search three different database all
accessible through the UBC Library website: Google Scholar, ERIC (EBSCO Interface), and
Education Source. I chose Google Scholar because I found that it is able to provide a wide
SIMULATIONS FOR DEEPER LEARNING
range of search results and although I did not use any articles found through this database in
and conclusion. ERIC and Education Source were databases that I encountered in a research
methodology course taken as a part of the UBC MET program and I found the keyword search
to be comprehensive but more importantly the results were generally from academic journals
and were useful for this research assignment. When selecting articles, I chose those that
were utilizing simulations to help students deepen their understanding in their field, challenges
these educators faced, and how research in this area could be furthered.
Fang, N., & Guo, Y. (2016). Interactive Computer Simulation and Animation for Improving
443-455.
students find this course to be one of the most difficult in their undergraduate study. The
goal of Fang & Guos (2016) research was to determine if Computer simulation and
animation (CSA) would be able to improve student learning particularly related to force
and acceleration. A key contribution of this research is that Fang and Guo (2016)
integrated not only computer visualization (as seen in previous research) but also
mathematical modelling so students could see both what was happening, but also how
and why.
SIMULATIONS FOR DEEPER LEARNING
The finding of the research were such that both student conceptual learning and
procedural learning was impacted. Students who participated in the CSA showed a 29%
importance to science and math educators is the challenge of students arriving in our
classrooms with misconceptions. More than half of the students who participated in the
CSA corrected the misconceptions they had related to course content but the CSA was
Ceberio, M., Almud, J. M., & Franco, . (2016). Design and Application of Interactive
referenced previous findings that although many students are able to numerically solve
quantitative questions posed in textbooks at the end of the chapter, there remains a gap
in these students understanding and their ability to explain their answers. Ceberio,
Almudi & Franco (2016) establish that a framework exists in academia called guided
research - in other words allowing students to work in small teams of three or four
through a process of inquiry with the teacher as the guide and only intervening when
student contributions become irrelevant. Through this approach, students strive to not
SIMULATIONS FOR DEEPER LEARNING
only answer the questions arithmetically, but moreso focus on explaining why they came
to this conclusion.
The researchers posed three questions in their study all related to whether
problem solving that are consistent with the scientific method. The research consisted of
a total of 170 students divided into two sections of about 85 students each. The control
group of 82 students received traditional teaching where they solved multiple end of
teaching as described in the report. The research found that there was a significant level
of improvement in students ability to utilize the scientific method to solve problems and
the findings showed that most of the students reasoned and justified their responses
based on the evidence during the problem-solving process and not on previously
utilized to a greater extent in post-secondary physics education but also recognize that
creating simulations that are at the correct level for students can be an arduous task; the
problems must be challenging enough that students are able to learn but must also be at
a level that is not too difficult making the questions impossible to solve.
Swinson, R., Clark, A. C., Ernst, J. V., & Sutton, K. (2016). Design, Test, Redesign: Simulation
in
Design errors or oversights in the engineering world can be costly in many ways:
financial, environmental and social costs all come into play. If for example a part is
designed but does not fit, it could be very a large financial burden for the firms involved.
Further, if a bridge collapses due to any number of controllable issues, the impact can be
catastrophic. Engineering firms have been utilizing simulations effectively for years for
three main reasons - to stress designs of buildings and other structures or parts well
before production begins, to solve problems that arise during production, and to
determine causes of failure should it occur. The authors of this article argue that similar
to how engineering firms are utilizing simulations, students can benefit as well.
As 3D printers become more prevalent in schools, students can create and use solid
models (same models used in 3D printing) to critically analyze before printing begins.
Further, the authors state that digital models created through CAD software can be
stress tested to see how they would react in real-world situations. A practical first step
for educators is to have students participate in tower design challenges; not just to build
the tallest tower, but to also know where they would expect it to fail. This comfort with
CAD and design testing is a form of situated learning that will benefit students as they
Mumba, F., & Zhu, M. (2013). Development of an Innovative Interactive Virtual Classroom
System for K-12 Education Using Google App Engine. Journal Of Computers In
Mumba & Zhu (2013) argue that even though there are a wealth of great simulations that
are available for free, there may exist some hurdles that prevent their use in the
SIMULATIONS FOR DEEPER LEARNING
classroom; Many educators are not aware that simulations such as PhET
(http://phet.colorado.edu) even exist. Further, once these simulations are used, teachers
are not given a user friendly interface for assigning tasks, providing feedback and
controlling the parameters of the simulation to suit the learning environment or course
content. Mumba & Zhu (2013) present a Simulation-based Virtual Classroom (SVCR)
that integrates many of the popular simulations that already exist with tools similar to a
customize lessons and assignments and to utilize the account management functionality
to allow the user to post, submit and receive grading feedback. Their paper goes on to
explain how a user can set up an account and begin to utilize their SVCR to improve the
Hatherly, A. (2017). Teaching Building Science with Simulations. Community College Journal Of
Santa Fe Community College received a grant in 2013 titled SimBuilding from the
researching the effects of simulations and games on building science. Building materials
have become more modern over the years and thus how these materials behave in
different conditions is not completely understood (unlike traditional materials like wood or
bricks). This report looks at the simulations themselves, challenges implementing these
The challenges that the researchers found in working with the students was their comfort
level with technology and their access to technology and the internet when not on
campus. The problem was further exacerbated as some of the students were returning
mature students with very limited exposure to technology; in some case even their ability
to navigate around a virtual building with a mouse was limited. Some of these limitations
were overcome with one on one instructor time. Instructor feedback was that they
appreciated an engaging way to teach abstract and difficult to teach concepts in building
science. Further, the educators said that students were able to gain a deeper
understanding of the course concepts as they could explore many variables within a
Conclusion
Research has shown that highly interactive simulations have a potential to increase student
learning through inquiry based problem solving (Mumba & Zhu, 2013). As K-12 educators in
British Columbia, we should be interested in this research as we are being asked by policy
makers to adjust our approach to teaching the curriculum from purely content driven to curricular
competencies and big ideas related to the course (Building Student Success, 2017). One
reservation to utilizing simulations that I have come across from educators of science and
mathematics is that in post-secondary education on these fields is still very traditional and in
order for students to be successful they must be able to sit through lectures and process
information the same way; through this annotated bibliography we have seen this not to be the
case. In fact, in many professional science and engineering careers, the use of simulations is
Crotland et. al. (2014) found that students of pharmacy school and those who were practicing
professionals both saw drastic improvement in assessment scores after going through
simulation training. In fact, the study found that students who participated in the simulation had
statistically higher mean scores than those who did not; the study also found that those students
who did not read the course content, but only participated in the simulation scored higher on the
assessment than those students who read all the course materials. These findings are
meaningful to both educators and policy-makers to ensure they are investing in the training and
development to ensure we are providing our students with the best opportunity to thrive in the
workplace.
The implications outlined in this document are also meaningful to policy makers at the provincial
and district level because investments must be made to ensure educators have professional
development on the proper implementation of simulations in the classroom. Mumba & Zhu
(2013) found that many simulations were not utilized in the classroom because educators didnt
even know they existed. An and Cao (2017) reported that as educators realized games could
be used to develop higher-order thinking and 21st century skills they were much more likely to
References
An, Y. y., & Cao, L. l. (2017). The Effects of Game Design Experience on Teachers' Attitudes
and Perceptions regarding the Use of Digital Games in the Classroom. Techtrends:
doi:10.1007/s11528-016-0122-8
Building Student Success - BC's New Curriculum. (2017). Retrieved June 18, 2017, from
https://curriculum.gov.bc.ca/
Ceberio, M., Almud, J. M., & Franco, . (2016). Design and Application of Interactive
Croland, J., Cotter, T., & Dwiggins, M. (12/01/2014). Simulation in healthcare : Journal of the
society for medical simulation: Board #116 - research abstract Theres more to
simulation in high school than Drivers ed and fire drills Lippincott Williams and Wilkins.
doi:10.1097/01.SIH.0000459286.99867.e2
Fang, N., & Guo, Y. (2016). Interactive Computer Simulation and Animation for Improving
443-455.
Fosnot, C.T. (2005). Constructivism: Theory, Perspectives, and Practice [Kindle Edition].
SIMULATIONS FOR DEEPER LEARNING
Hatherly, A. (2017). Teaching Building Science with Simulations. Community College Journal Of
Mumba, F., & Zhu, M. (2013). Development of an Innovative Interactive Virtual Classroom
System for K-12 Education Using Google App Engine. Journal Of Computers In
Swinson, R., Clark, A. C., Ernst, J. V., & Sutton, K. (2016). Design, Test, Redesign: Simulation
in
Zichermann, G. (2011, June). Gabe Zichermann: How games make kids smarter [Video file].
Retrieved from
https://www.ted.com/talks/gabe_zichermann_how_games_make_kids_smarter