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Gaming and Simulation Defined | Origin: EL115

This is a general discussion forum for the following learning topic:

Gaming and Simulation in Online Learning --> Gaming and Simulation Defined

Post what you've learned about this topic and how you intend to apply it. Feel free to post questions and comments too.

As a gamer, I was able to understand the learning well, but something new for me was the specific ways to make games and simulations effective. I plan to apply what I learned by testing out a current e-learning's effectiveness after remaking it into a gamified experience.

I have worked exclusively in Simulations for the past six years and am now returning to the classroom in an accelerated course.  One must deliver the content that students manipulate and sometimes it feels like you can't do both (content delivery and activities/games) in time allotted.  I understand the need to assist retention with active learning strategies during class time, but I'm struggling with how to do it all in limited time.  It would seem that moving retention activities online in blended work would be ideal.  Perhaps part of the problem is that I consider online games a waste of my personal time (example: Candy Crush, etc.), and therefore it's hard to see value in an educational modality also called a game.  As I am planning my class time, I will be considering how to incorporate gaming principles into my time, because I do see the advantages.   

I have been using Quizzes and Jeopardy games for years. The students love to compete against each other

I really identified with the time and money issues with gaming. It takes both to create a well thought out and helpful game.

This module helped me understand how gaming and simulation can be used as effective tools to increase student engagement and create more interactive learning experiences in an online environment. I learned that games and simulations are not simply forms of entertainment; when designed intentionally, they can reinforce learning objectives, encourage critical thinking, provide immediate feedback, and allow students to apply knowledge in realistic scenarios.

As an online instructor, I intend to apply these concepts by exploring ways to incorporate elements of gamification and simulation into my courses. This may include using interactive activities, scenario-based learning, challenges, and other engagement strategies that encourage active participation and problem-solving. I believe these approaches can help students become more invested in the learning process, improve retention of course material, and create a more engaging and meaningful online learning experience.

I learned that gaming and simulation are effective ways to keep students engaged online and in person, but each has advantages and disadvantages. I did like how the module discussed retention of knowledge and how each method, together - listening, watching, discussing, and doing, all help retain knowledge, individually, not as much is retained.

One thing I learned is that games and simulations can be powerful learning tools because they help students stay focused on clear goals and missions. Instead of only reading information, learners actively participate and make decisions, which can improve engagement and understanding. I also learned that these activities teach students about unintended consequences, since choices made during a game or simulation often lead to outcomes that require problem-solving and reflection. In addition, they help build important larger skills such as critical thinking, collaboration, and decision-making. However, even with these benefits, many instructors still face challenges using games and simulations in their teaching. Barriers such as limited time, lack of resources, cost, or uncertainty about how to integrate them into lessons can make adoption difficult. This shows that while games and simulations have strong educational value, more support is needed for instructors to fully use them effectively.

I never associated the term "gaming" with classroom learning and simulations!

I now have some idea(s) that will help me differentiate between Gaming and Simulation.

Gaming and simulation is a great way to keep students engaged. 

highlighted for me the advantages and disadvantages of gaming and simulation

Game and simulation based learning is a complex enterprise that can produce extraordinary benefits for the learning process and to help students increase their knowledge and understanding. However, it may also become a heavy task to properly develop and maintain. 

In my view, online education can only be truly effective when we move away from the traditional "learning by listening" model toward a more active "learning by doing" approach. I believe games and simulations are powerful tools because they provide the critical application component needed for higher-order learning and real-world immersion. While games are fantastic for reviewing content through quantifiable outcomes and predetermined goals, simulations allow learners to act as agents in complex, dynamic models where their specific actions affect the result. The results speak for themselves: "practicing by doing" can lead to a higher retention rate, compared with passive methods. Although these tools can be time-consuming to implement and sometimes face instructor skepticism, the ability to engage diverse learning styles and allow students to master concepts by experiencing consequences in a safe environment makes them an essential part of a modern e-learning strategy. 
 
 
 
 

Make use of simulators with students who demand learning as active agents with rule-based models like the real world.

Gaming ans simulation is an useful tool that can be implemented in many different courses

The module provides basic information on concepts, advantages and disadvantages, and the potential use of games and simulation combined and integrated as part of a learning strategy in an e-learning environment.  
I do not yet know how to apply it in my private course, but I understand that it is possible to design a game, with simulation, to reinforce certain key elements of the course. I would have to think more carefully about how to apply it, what resources I have at my disposal and where in the course content a tool like this would be useful.

In my view, games are an indispensable tool in modern education. They act as a bridge between theory and practice, allowing students to actively engage in their learning. However, their success depends on conscious and strategic implementation: teachers must set clear objectives, choose the right type of game, and ensure the activity aligns 

I learned that the core difference is that games focus on goals, points, and winning, while simulations focus on modeling reality to practice decision-making and understand cause-effect in a safe environment. Both are tools for learning by doing.

How I’ll apply it:
In my simulation course for engineering students, I won’t just explain system theory—I’ll have students interact with a real-time process simulator where they adjust inputs (like flow rate, temperature, or load) and immediately see how the virtual system responds. The goal won’t be to “win,” but to experiment, observe outcomes, and optimize performance through trial and error.

Question for the group:
Do you think adding game-like elements—such as an efficiency leaderboard—would increase student motivation, or would it distract from the realistic, process-focused goal of a simulation?

Los juegos y la simulaciòn, son un gran estimulante para lograr los objetivos de enseñanza con los estudiantes, es una de las maneras mas eficaces de obtener resultados

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