Simulation and Game Terms

[A][C][D][F][G][I][P][S][T][U][V]


A

Avatar

A computer-based simulation of a human form representing either the users physical self in a virtual world or a computer generated character within an application that communicates with the user as a mentor, coach or guide. The latter form is often referred to as a pedagogical agent.


C

Collaborative Virtual Environments

Networked spaces in which multiple participants access a shared digital world. Originally refered to three-dimensional digital environments, but has been expanded to include text-based systems, like chatrooms, which include some level of shared space and connectivity.


D

Debriefing

An instructional event that is used after a game or simulation to encourage learners to reflect on their experiences and construct meaningful insights that promote or reinforce new learning.


Digital Immigrant

A term used by Marc Prensky to refer to an adult who has adapted to the use of computers, the Internet and digital media.


Digital Native

A term used by Marc Prensky to refer to a person who has grown-up being exposed to computers, the Internet and digital media.


F

Fidelity

The perceived "realness" of a game or simulation in how life-like it represents the phenomena, objects, tasks or system it is designed to model. There are two major types of fidelity: physical and functional.


G

Game

There are various game genres of which educational games are just one. Some example game genres include: puzzle, sports, role play, shoot'em, fantasy, adventure, board, business, flight and entertainment.


Game (Educational)

Competitive rule-based activity with the expressed goal of performing a task or meeting a goal at a level superior to either previous attempts or the performance level of other players.


Game Mechanics

  1. Mechanics are the ways in which certain actions are played within an environment. (David Gagnon)
  2. The actions given to the players that give them means to reach for the goals in a game. (Aki Jarvinen)


Gameplay

The overall experience of playing a game; gameplay is comprised largely of game mechanics.


I

Intelligent Agent

Software that can make decisions based on facts gathered about the user and the task.


P

Pedagogical Agents

On screen characters used in computer-based instructional applications who provide guidance for learners during the learning process. According to Ruth Clark and Richard Mayer, agents can be represented visually as cartoon-like characters, photos or videos of real people or as avatars in virtual worlds.


Playtesting

An activity that game designers perform throughout the design process to test out and gain insight into how players experience a game. The goal is to obtain useful feedback in order to improve the game design.


Prototyping

An iterative process of creating a succession of crude models or proof of concepts of an application that includes rough approximations of the look, feel and functionality of a proposed game or simulation. A prototype can be a crude working version of a system that enables designers to get evaluative feedback early in the design process and make corrections based on feedback.


S

Serious Games

Games played on personal computers or video game consoles that are intended for non-entertainment purposes such as for training, advertising, simulation and education.


Simulation

A computer representation or imitation of a real-life phenomenon, activity or system that people interact with to learn about how it works. A simulation essentially models something and allows people to manipulate variables that change the state of the model.


Simulation (Educational)

A digital model of a phenomenon, activity or process which is designed with the goal of teaching users about the process through interaction with it.


T

Transfer

The application of knowledge or skills gained in one setting (ie. the digital realm) to another similar but disconected realm (ie. "real life").


U

Unlock

A game mechanic in which a player makes available something that was previously unavailable. A scenario, tool, or customization feature might all be unlockable items. The player might unlock things through level progression or points earned.


V

Virtual Reality (Environment)

Involves using three dimensional figures within three dimensional spaces on a computer to represent objects and scenarios. Learners have control over interacting with objects and navigate through though representations of three dimensional spaces.


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