Simulation
Class Size
Whole Class
Time
30-60 min
Technology
Basic
Domain
Multiple
Difficulty
Advanced
Delivery
Face-to-Face, Online, Hybrid
Overview
Simulation is an experiential strategy where students participate in a simplified model of a real-world system. They take roles, make decisions, and experience the consequences within the rules of the simulation. Examples include mock trials, model UNs, market simulations, and ecosystem simulations.
Educational Purpose
Students often understand systems abstractly but cannot apply that understanding. Simulations make systems experiential: students feel the pressures, trade-offs, and unintended consequences of decisions within a system.
Educational Psychology Behind It
Experiential learning theory (Kolb, 1984) shows that learning through experience followed by reflection produces deeper understanding than learning through abstraction alone. Simulations compress real-world time into manageable classroom time.
Why It Works
Experiential learning theory (Kolb, 1984) shows that learning through experience followed by reflection produces deeper understanding than learning through abstraction alone. Simulations compress real-world time into manageable classroom time.
When to Use It
Use for complex systems in Social Studies (government, economics), Science (ecosystems, disease spread), ESP (ethical dilemmas), or TLE (business operations). Grade 5 and up. Requires preparation and clear rules.
When NOT to Use It
Avoid simulations without adequate debriefing -- the experience alone is not the learning. Avoid overly complex simulations that take entire days. Do not use simulations for simple factual content.
Best Grade Levels
Grades Grade 5 to Grade 12
Best Subjects
Social Studies, Science, ESP, and more
Step-by-Step Classroom Guide
- 1Select or design a simulation that models the real-world system.
- 2Assign roles and explain the rules clearly.
- 3Run a practice round to clarify procedures.
- 4Run the simulation for the designated time. Students make decisions and experience consequences.
- 5Observe and note key moments for the debrief.
- 6Debrief: What happened? Why? What did you learn? How does this connect to the real system?
- 7Connect the simulation experience to the content and learning goals.
Classroom Scenario
Mr. Cruz runs a market simulation in Grade 9 Economics. Students are divided into buyers and sellers of a commodity (fish). Sellers set prices based on their cost. Buyers have a budget. Over three rounds, prices fluctuate based on supply and demand. In Round 2, a typhoon reduces supply (half the sellers are out). Prices spike. Buyers cannot afford fish. The class feels the economic impact of a natural disaster on food security. In the debrief, students connect the simulation to real typhoon impacts on Philippine fishing communities and discuss government response options.
Sample Dialogue
Advantages
- Makes abstract systems experiential and memorable
- Students feel trade-offs and consequences directly
- Develops decision-making and strategic thinking
- Highly engaging and motivating
- Produces rich material for discussion and analysis
Limitations
- Requires significant preparation time
- Can be chaotic without clear rules and management
- Debriefing is essential and must be well-facilitated
- Some simulations require materials or technology
Common Mistakes
- Skipping the debrief, where the learning actually happens
- Making the simulation too complex for the time available
- Not connecting the simulation to the real-world system
- Letting the simulation become a game without academic purpose
Variations & Adaptations
Adjust the complexity of the problem or project, the time frame, and the level of teacher scaffolding based on students' experience.
Technology Integration
Enhance with digital tools: use Google Slides for presentations, Jamboard for collaborative brainstorming, or quiz apps like Kahoot for engagement.
Assessment Ideas
Assess through observation of participation, quality of simulation, and formative checks such as exit tickets or quick writes.
Reflection Questions
๐ค What did you learn from this activity?
๐ค What was the most challenging part?
๐ค How could you use this strategy in a different subject?
๐ค What would you do differently next time?
References & Further Reading
- Kolb, D. (1984). Experiential Learning. Prentice Hall.
- Gredler, M. (2004). Games and Simulations. Educational Technology Research and Development.