Gardening Simulation Created by: Sherry Burrill & Laura Hurlbirt OLIT 533 Computer Simulations Dr. Dennis Lester The University of New Mexico Inspired.

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Presentation transcript:

Gardening Simulation Created by: Sherry Burrill & Laura Hurlbirt OLIT 533 Computer Simulations Dr. Dennis Lester The University of New Mexico Inspired by the White House Garden

Simulation Design: Project Description  Instructional Needs  3-4 Grade Students, Ages 8-10  Content Knowledge & Process Skills  Learner Attributes  Born in the “Tech Era”  Instructional Objectives  Science and Math Academic State Standards  Instructional Strategies  Discovery Learning & Inductive Reasoning  Simulation Attributes  Intuitive & Computer Based

Simulation Design: Underlying Model 1. Learner Role  Learn about creating a vegetable garden  Develop reasoning skills by making logical decisions to successfully grow vegetables  Directly interact by clicking on choices to either water, plant, fertilize or pull weeds  By manipulating a microworld  Through a virtual 3-D garden

Simulation Design: Underlying Model 2. Content Delivery  Linear sequence  User follows a simple if-then model  Faster than real time model  Ensures age-appropriate learning  Meets the need of users with short attention spans  Speeds up plant growth so students can acquire gardening knowledge in a shorter amount of time

Simulation Design: Underlying Model 3. Procedures Practice growing lettuce and carrots  By looking at predicted weather forecasts, and  By looking at soil moisture levels  To learn when to water  By observing the condition of the plant  To look up problems in the Gardening Book  To learn how often to fertilize  To learn how much to water  To learn how weeds affect plants  Through trial and error  Crops will die if improperly tended to or neglected  Crops will live if properly tended to and cared for

Simulation Design: Underlying Model 4. Logical Simulation Model  Iterative Simulation Model  Examine results with pictures and graphs  Adjust variables such as:  Crop type: carrots or lettuce  Weeding activity  Watering activity  Fertilizing activity  If-Then Scenarios  If my leaves begin to wither, should I add water or fertilizer?  If carrots grow differently than lettuce, how much water and sunlight does each one need?

Simulation Design: Underlying Model 5. Fidelity  Age appropriate instructions through words and pictures  Learning objectives and assessments based upon state standards  Print-outs that can be utilized in traditional classroom settings  Measured amounts of water and fertilizer, random weather that could impact growing a garden  Adjusting real time to show plant growth

Simulation Design: Scenario & Interface 1. Scenario- Type  Goal Based- Simulation Outcomes  Crop Quantity  Crop Quality  Variable Data  Goal Based- Cognitive Outcomes  Develop a hypothesis  Design and perform experiments  Analyze data

Simulation Design: Scenario & Interface 2. Scenario- Mission  Simulation  Plant and raise the maximum number of healthy plants  Activities  Look up and learn about in Gardening Book  Plant seeds, water the plants, fertilize the plants, weed the garden  Check the weather forecast, check the soil moisture content  Assess the harvest, review and analyze results of experiments  Learner role  Manipulate variables or not  Observe results  Discover relationships between variables  Understand these relationships

Simulation Design: Scenario & Interface 3. Scenario- Mission Focus  Learner Control  Simulation results are directly affected by learner inputs.  Design  Learner will select variables and apply them at will.  Discovery  Experiments are provided for with two rows available to plant, water, or fertilize.  Learner manipulates variables and sees results.  Explanation  Results will be displayed numerically, pictorially, and graphically  Allows user to recognize data in multiple forms

Simulation Design: Scenario & Interface 4. Scenario- Operations  Learner Activities  Plant crop, water crop, fertilize crop, weed crop, and harvest crop  Access to a gardening book for reference  View data reports of results of inputs  Simulation  Capture data for number of applications of each variable  Adjust visuals based on cycle and variable effects

Simulation Design: Scenario & Interface 5. Scenario- Database Examples

Simulation Design: Scenario & Interface 1. Interfaces- Directions & Instructions  Garden Book  Easily accessible at all times  Provides information about gardening  Tutorial Guidebook  Easily accessible at all times  Provides instructions on how to complete simulation  Interpreting Charts  Easily accessible at all times  Provides information about analyzing data

Simulation Design: Scenario & Interface 2. Interfaces- Opening  Student Objectives  Grow the maximum number of healthy vegetables  Develop hypothesis  Design and perform experiments  Analyze data  Simulation Tutorial  How-to Guidebook for simulation completion  Begin Simulation  Students click ‘BEGIN’ only when ready

Simulation Design: Scenario & Interface 3. Interfaces- Controls  Learner Activities  Plant crop, water crop, fertilize crop, weed crop, and harvest crop  Access to a gardening book for reference  View data reports of results of inputs  Simulation  Capture data for number of applications of each variable  Adjust visuals based on cycle and variable effects

Simulation Design: Support Features  Learner Directions  Tutorial Guidebook  Gardening Book  Instructor Directions  Instructor Guidebook  Technical Support  Technical Support Chart  Desired Learning Outcomes  Student Objectives  Evaluation and Feedback Tools  Interpreting Charts