"Simulations and games are teaching and learning methods in which participants are directly involved in making decisions and learning from the outcomes of these. Their active, student centred nature means that they are memorable and highly motivating. They enable the exploration of the complex nature of the real world and interdisciplinary, interacting subjects as well as the more basic needs of understanding, doing and skills practice." The Society for the Advancement of Games and Simulations in Education and Training, http://graph.ms.ic.ac.uk/sagset
A virtual environment or model of an application that allows a user learn in a risk-free environment.
Any interactive graphic, movie or other model that allows users to see a process in action or to interact with that process. In e-learning, this is an effective learning tool.
Highly interactive applications that allow the learner to model or role-play in a scenario. Simulations enable the learner to practice skills or behaviors in a risk-free environment.
Educational experiences in risk-free environments that allow students to practice and learn in situations that model reality.
A communicative teaching activity in which learners are given a hypothetical situation to act out in order to accomplish a task, thereby practicing language skills.
Computer programmes which simulate real or imaginary scenarios. Often used to simulate events which would normally be impossible, difficult or dangerous.
Interactive multimedia presentations designed to model real scenarios and which allow the user to participate and experience without risk.