Simulating algal bloom in a lake: An interactive multimedia implementation
DOI:
https://doi.org/10.14742/ajet.2103Abstract
Many of the software packages presently marketed as simulations are in fact little more than 'pre-set', limited models of the 'real world' systems they are designed to emulate. There is little scope for the user to interact with the model as they would in a 'real world' experience, and this must compromise the intended educational outcomes. The exact nature of what constitutes a 'good simulation' is not agreed upon among researchers or designers alike, but if the goal of the simulation is to provide experiences which approach those in the 'real world', and in so doing, provide opportunity for the development of higher order skills which research in cognitive science is suggesting are important, one must strive for the greatest degree of user interaction as possible.The achievement of this goal rests with the application of HyperMedia based platforms which may be exploited for their ability to provide the 'genuine interaction' essential to 'real world' systems, across the computer-user boundary. A number of design issues must be addressed if the full potential of HyperMedia based platforms is to be harnessed.
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