Abstract
Computer programs to aid learning, in which the aim is not to emulate a teacher carrying on a tutorial dialogue, can very commonly be classified as either simulation or modelling programs. For the purposes of this paper the difference is this:
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in a simulation program, the principles to be learned are encoded within the software. The user’s aim is typically to “discover” the rules by some kind of scientific investigation or to acquire a gut feeling for how the encoded principles control various situations. For example, in a program (developed at the University of California, Irvine) that simulates planetary motion, the user sees a plane view of the path of a planet about a sun. He or she can shrink or enlarge the view, change the initial location and Velocity of the planet, change the masses of the planet and sun, and even change the exponent of the law of force. If users make good use of this program, they can “discover” the elliptical paths associated with an inverse square law of force, the concept of “escape velocity” and the unstable or non-periodic paths associated with some other laws of force.
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in a modelling program, the user builds a simulation, and then either uses it to see if his understanding agrees with what “ought to happen” or uses it to acquire the kind of gut feelings mentioned above.
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© 1986 Springer-Verlag Berlin Heidelberg
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Ross, P. (1986). Modelling as a Method of Learning Physical Science and Mathematics. In: Weinstock, H., Bork, A. (eds) Designing Computer-Based Learning Materials. NATO ASI Series, vol 23. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-82654-2_4
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DOI: https://doi.org/10.1007/978-3-642-82654-2_4
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