Integrating
Technology Across the Curriculum: Internet/Computer Writing Resources
for a Content-Based Curriculum, 
Michael
Krauss, ISALC,
Lewis & Clark
College
 
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Simulating Real World
Environments
When used with instructional materials and activities designed for
ESL learners, computer simulations and games can provide a rich
environment for language learning. Because simulations work best when
used in small groups, students have ample opportunity to develop the
small-group interactional skills required in university and business
settings. In addition, simulations provide an excellent environment
for writing because simulations often generate quantities of
meaningful information about which to write. Students see the logic
of analyzing, synthesizing and reporting on the results of a
simulation and there is high motivation to share their findings with
others. 
Samples of Simulations and Teaching
Materials 
References 
  
Samples of Simulations and
Teaching Materials
Role Playing Simulations
   
   Decisions, Decisions series
   by Tom Snyder Productions - provides excellent simulations on
   a number of topics which would be appropriate in ESL classes
   (Environment, Immigration, Colonization, Revolutionary Wars,
   Violence in the Media, Campaign Trail and more) at
   http://www.teachtsp.com/ Each simulation provides an
   opportunity for students to read, write and discuss within a
   content area as they identify problems, use critical thinking and
   decision-making skills. Version 5.0 includes built-in writing
   module. 
   
   
      - Decisions,
      Decisions On-line is now available and at no charge. The
      current topic (Sept. 99 is Gun Control). There is a different
      scenario each month and users can access past scenarios via an
      on-line archive("coming soon" as of this writing). This
      resource follows the same general format as the paper-based
      Decisions series, and also includes on-line video advice from
      the four advisors. The text-based materials (advisor memos,
      post-simulation quiz) are downloadable in PDF format. This is a
      great resource. http://www.teachtsp2.com/ddonline/
      
      
Prejudice has been a successful
      simulation in a content-based course which I am currently
      teaching, Diversity and Civil
      Rights in the U.S. The simulation is set in a small town in
      which a local business is distributing racially biased
      materials, thereby inciting racial unrest among the
      inhabitants. Students are the collective "mayor" of the town
      and must make decisions based on the information given them by
      a cadre of advisors (also played by the students) who come from
      different perspectives (campaign manager, political activist,
      lawyer, and historian). The students must read informational
      booklets, each based on the viewpoint of one of the advisors.
      The simulations require only one computer in the classroom, are
      easy to use, and come with freely reproducible supporting
      materials. Here is a follow-up writing
      assignment based on the "Prejudice" simulation which I have
      used in class. 
      
      Resources 
      
      For detailed lesson plans and classroom activities based on
      "The Environment" simulation by Tom Snyder Productions, contact
      Sidney
      Kinneman, University of Oregon, who presented "Academic
      Reading, Writing and Debating Through Computer Simulation
      Tasks" at TESOL '97. 
      
      Research 
      
      Suzanne Wright describes the results of research comparing
      two group of intermediate ESL students, one using a debate
      activity and the other a simulation (Tom Snyder's "The
      Environment"). The article concludes the following: 1) Contrary
      to students' perceptions, they do not learn less grammar and
      more listening and speaking skills during simulations (there
      were no measurable acquisition differences between the two
      groups). 2) Students in both the debate and simulation groups
      improved their critical thinking skills by a statistically
      similar amount. Further research is planned to determine
      differences in the type and amount of language used in the two
      activities. See Wright, S. (1998). The Effect of Simulations on
      Second Language Development. CAELL Journal  8(2), 3-10.
      Published by ISTE. 
      
         
    
   
   Gaming Simulations 
   
   SimCity and Sim2000 from Electronic
   Arts (follow the Maxis link) is a city - building program is
   another simulation which has worked very well in Computer
   Applications courses I have taught. Students learn to build
   simulated cities and get hands-on experience meeting the
   challenges presented in city administration: zoning, taxing,
   budgeting, power, transportation, pollution, crime, land value,
   etc. Students form "expert groups" after focusing on certain
   sections of the User Guide and they teach their skills to other
   groups. As a final project, pairs of students design and build
   cities together. Before starting, each team completes a Planning
   Objectives Form, in which they set goals and objectives for
   their city, the standard by which they will be evaluated. While
   building the city, students keep detailed records of their
   decisions (and the results) on Decision
   Logs. After approximately ten class periods, student then
   prepare written and oral reports
   (which are videotaped and reviewed with the teacher). Having
   tracked their decisions, and with the graphs and charts of their
   progress automatically tracked by the simulation, students can
   write a final report which analyzes and synthesizes the data and
   allows them to not only describe the city they have built, but to
   draw conclusions about its growth, and evaluate what they would do
   differently should they build the city again. 
   
   Business Simulations 
   
   Theme Park and Theme Hospital - Available only for DOS and
   Windows 95 so I have not used it at my school. At the Electronic
   Arts site, (follow the "Bullfrog" link - Note: you'll need
   ShockWave Flash and RealVideo to view their page). These games are
   multi-level, and at the advanced levels are full-blown business
   simulations. Theme Park allows the player to set up a park,
   placing rides, selling tickets, balancing accounts, even deciding
   on the ingredients for the lemonade. Theme Hospital follows the
   same idea, but the gamer is provided with a real world setting in
   which to construct and operate a hospital. Consideration must be
   given to every detail from buying furniture and equipment to
   researching cures for various illnesses. The goal is to establish
   a first rate medical facility that attracts the best staff and
   lures and cures hordes of patients, thus making the hospital a
   financial success. Cost for games = approx. $15/copy. 
   
   Capitalism and
   Capitalism Plus - Enlight Software/Interactive Magic. I have
   no experience with this CD ROM game, but it has received high
   reviews as a realistic simulation as well as an addictive game. As
   Chairman of the Board/CEO of a consumer goods company, you deal
   with a simulated vertical market, from mining raw materials
   through selling at a department store. Along the way, you can
   invest in advertising, R&D, and training of your workforce. A
   fully functioning stock market is also modeled. Capitalism is
   available for Mac and Windows, Captitalism Plus for Windows 95
   only. Capitalism - $29.95, Capitalism Plus - $39.95 
   
      
A Sampling of References on Simulation and
Gaming 
Black, M. C. (1995). Entrepreneurial English: Teaching business
English through simulation. English Teaching Forum, 33 (2), 2-9. 
Bredemeier, M.E. and Greenblat, C.S. (1981). The educational
effectiveness of simulations and games: A synthesis of findings.
Simulations and Games. 12 (3). 
Crookall, D., & Oxford, R. L. (Eds.). (1990). Simulation,
gaming, and language learning. New York: Newbury House. 
Greenblat, C.S. (1975). Teaching with simulation games: A review
of claims and evidence. In Greenblat, C.S. and Duke, R.C (Eds.)
Gaming-Simulation: Rationale, Design, and Applications. New York:
Halsted. 
Jones, Ken. (1982). Simulations in Language Teaching. Cambridge:
Cambridge University Press. 
Jones, K. (1985). Designing your own simulations. London:
Methuen. 
Jones, K. (1987). Simulations: A handbook for teachers and
trainers (2nd ed.). New York: Nichols Publishing. 
Orbach, E. (1979). Simulation games and motivation for learning: A
theoretical framework. Simulation and Games. 10(1). 
Oxford, R. (Ed.). (1990). Using and learning language through
simulation / gaming. Newbury Park, CA: Sage. 
Oxford, R. and D. Crookall. (1990). Learning strategies: Making
language learning more effective through simulation/gaming. In
Crookall, D. and R. Oxford (Eds.) Simulation, Gaming and Language
Learning. New York: Newbury House. 
Pierfy, D.A. (1977). Comparative simulation game research:
Stumbling blocks and stepping-stones. Simulation & Games. 8,
255-268. 
Scarcella, R. & Crookall, D. (1990). Simulation/gaming and
language acquisition. In D. Crookall and R. Oxford (Eds.) Simulation,
gaming, and language learning (pp. 223-230). New York: Newbury
House. 
Watson, D.R. & Sharrock, W.W. (1990). Realities in
simulation/gaming. In D. Crookall and R. Oxford (Eds.) Simulation,
gaming, and language learning (pp. 231-238). New York: Newbury
House. 
Westerfield, K., R. Tomlin, and C. Kieffer. (1985). Business
Simulations in Language Teaching. Eric, ED 271 988. 
 
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Updated: 9/30/99 
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