Abstract
Most virtual—meaning computer-mediated—learning experiences are conveyed using apps or interactive websites. This chapter is divided into three segments that discuss (1) games and simulations, (2) virtual representations of actual learning activities, and (3) virtual field trips. The real purpose of games—acquisition of noncognitive skills—has been undervalued. Digital Age educational games serve an important purpose and can fill a real gap. Simulations are merely high-tech versions of role-playing. Virtual activities, from a frog dissection to a field trip to the Grand Canyon, can supplement traditional activities and may be essential alternatives to real-life activities that are beyond the mental or physical capabilities of some students or cannot be provided by schools because of budgetary or other constraints. Which activities will best allow students to engage in active learning and to construct meaning from their experiences? Real? Virtual? In the Digital Age, the likely answer is both.
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Walling, D.R. (2014). Can Virtual Be as Effective as Real?. In: Designing Learning for Tablet Classrooms. Springer, Cham. https://doi.org/10.1007/978-3-319-02420-2_16
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DOI: https://doi.org/10.1007/978-3-319-02420-2_16
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