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What is Schmitt’s Strategic Experiential Modules

Teaching, Learning, and Leading With Computer Simulations
A framework for enhancing participants’ experiences, including sensory experiences (SENSE), affective experiences (FEEL), creative cognitive experiences (THINK), physical experiences, behaviors and lifestyles (ACT), and social-identity experiences that result from relating to a reference group or culture (RELATE).
Published in Chapter:
Designing a Minecraft Simulation Game for Learning a Language Through Knowledge Co-Construction
Joeun Baek (Boise State University, USA), Hyekyeong Park (Sancheong Middle School, South Korea), and Ellen Min (Timberline High School, USA)
Copyright: © 2020 |Pages: 28
DOI: 10.4018/978-1-7998-0004-0.ch007
The purpose of this chapter is to design a Minecraft simulation game where players can learn a language by communicating and negotiating meaning with other players. To achieve this, Gagné's events of instruction and Schmitt's strategic experience modules were adopted as a theoretical lens for simulation building. After the simulation game was designed, it was implemented to test its feasibility. The result shows that the simulation game has both the intended features of knowledge co-construction and the negotiation of meaning, as well as enjoyment of the game. The test result, however, also suggests that the simulation game needs more conditionals and loops in order for players to repeat their simulation game at any place and time.
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