Simulation

A simulation is a more or less faithful representation of a state of things. In training simulations are used to teach various types of systems (e.g. piloting an airplane or using an IT system). The opportunity to learn from one’s mistakes in a simulated environment allows to reduce the risk of error in the actual situation. A separate category of simulations used in trainings are simulation games that replicate various business conditions in the game world usually allowing to learn by competing in a simulated market where there are individual or team competitors.

Acronym
Si
Edition
1
Number
62
Production effort
9
Production time
7
Learning power
9
Engagement
8
Difficulty of use
5
self-learning
Yes
with peers
Yes
sync
Yes
async
Yes
formal
Yes
informal
Yes
Analysis
No
Awareness
No
Knowledge
No
Skills
Yes
Attitudes
No
Implementation
Yes
Measurement
No
Worth to know
  • Simulation as a learning method involves the use of simulations to replicate real-world scenarios, allowing learners to practice skills, make decisions, and experience the outcomes of those decisions in a controlled, risk-free environment.
  • One of the earliest adopters of simulation for training was the aviation industry. The "Link Trainer," developed in the 1920s, was the first successful flight simulator and was extensively used during World War II to train pilots.
  • Learners can experiment with different strategies and experience the consequences of errors in a safe, controlled environment, making it an invaluable tool for high-risk industries.
  • Simulations often offer immediate feedback on decisions and actions, enabling learners to reflect on their performance and understand areas for improvement right away.
  • Technology-driven simulations, such as computer-based simulations and VR, can be easily scaled and adapted to different learning needs and environments.
  • The more realistic the simulation, the more engaging and effective it will be. Use real-life scenarios and incorporate as many realistic elements as possible.