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Simulation technologies (EdTech)

From The Learning Engineer's Knowledgebase

Simulation technologies are those that allow a person to observe complex physical and social phenomena and processes as they play out over time.

Simulations are models that mirror real-world phenomena, interactions, and processes. Simulations include multiple variables or agents that all act based on specific rules that they are expected to follow. Simulations allow for observers to see how multiple factors, forces, objects, and people interact and are related as processes play out over time. This gives observers a clearer picture of how complex processes really occur and how causality is not a straightforward process.

A simulation often allows for observers to follow variables, states, objects, or behaviors over the duration of the simulation to see how things change. Additionally, many simulations allow observers to change variables, states, and behaviors in the simulation model so that the observer can experiment with, explore, and hypothesize what might happen if changes to the system were made. Changes made by an observer in the simulation can be used to generate conceptual understandings about the causality and relationships between concepts, as well as a deeper understanding of the concepts, forces, objects, and actors at play as well.

In the first type of simulation, physical simulations model and mimic physical or ecological processes that are not completely based on human social interactions and interpersonal communications. Such simulations include modeling processes of how things work and interact in the fields of chemistry, biology, nature and ecology, protein interactions, cellular biology, medicine, geology, astronomy and interstellar sciences, physics, engineering, and large-scale population behavior. Objects, forces of nature, and materials are simulated, typically within software with sufficient computing power, to see how things interact given a specific set of rules for each item that is in the simulation. The simulation thus plays out a sequence of interactions, behaviors, and outcomes that can be observed and predicted by the observer.

In the second type of simulation, social simulations primarily model and mimic social interactive behaviors, processes, and outcomes based on interpersonal communication and individual needs, desires, beliefs, and goals. Social simulations are often more difficult to model with a computer alone, as human behavior is notably less predictable and often responds in multiple ways based on the actions of others. Thus, social simulations will often have observers actively play an active role in the simulation so that they observe by roleplaying and acting out a character's goals. Each participant will speak, work, and socially interact in a social simulation to proceed with the activity. Players must also abide by a set of rules that compose the structure of the simulation and what things it is trying to model, dictate how the simulation should unfold, what kinds of things the characters are concerned about, and the actions that they can perform. Players are encouraged to communicate and interact in ways that mimic how actual people might interact, which adds to the realism of the simulation. In addition, computers and digital players may also play a role in the social simulation by playing non-player characters (NPCs) or helping to facilitate the simulation's progress.

Through roleplaying and modeling the social interactions and relationships, players gain a greater understanding of how people interact to achieve goals in various contexts, what forces are at play when trying to accomplish goals, and what causes may allow or prevent various actors from achieving their goals. Simulations are also useful tools for modeling historic process to demonstrate to observers how events played out in a historic situation and how and why the actors did what they did. Common fields that use social simulations are history, politics, governance, legislation, psychology and emotional awareness, cultural studies, international relations, charity, nonprofit, video gaming, safety training, security training, business processes, and military training.

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