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Capitalizing on the Most Important Part of a Learning Session: The Experience

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  • Timothy C. Clapper

Abstract

The experience is the most important part of the learning process. For learning to occur, the learner must do something with the information and reflect on the content throughout the process. To maximize the learning experience, we need to provide opportunities for reflection, both in-action, and on-action. As Montessori showed us long ago, the resources and experiences provided in the safe, properly prepared learning environment can create multiple opportunities for growth.

Suggested Citation

  • Timothy C. Clapper, 2018. "Capitalizing on the Most Important Part of a Learning Session: The Experience," Simulation & Gaming, , vol. 49(1), pages 3-7, February.
  • Handle: RePEc:sae:simgam:v:49:y:2018:i:1:p:3-7
    DOI: 10.1177/1046878118755155
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    References listed on IDEAS

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    1. Olympia Evangelopoulou & Stelios Xinogalos, 2018. "MYTH TROUBLES: An Open-Source Educational Game in Scratch for Greek Mythology," Simulation & Gaming, , vol. 49(1), pages 71-91, February.
    2. Birsen Yörük Açıkel & Uğur Turhan & Yavuz Akbulut, 2018. "Effect of Multitasking on Simulator Sickness and Performance in 3D Aerodrome Control Training," Simulation & Gaming, , vol. 49(1), pages 27-49, February.
    3. Stelios Xinogalos, 2018. "Programming Serious Games as a Master Course: Feasible or Not?," Simulation & Gaming, , vol. 49(1), pages 8-26, February.
    4. Raija H. Hämäläinen & Mikko Niilo-Rämä & Timo Lainema & Kimmo Oksanen, 2018. "How to Raise Different Game Collaboration Activities: The Association Between Game Mechanics, Players’ Roles and Collaboration Processes," Simulation & Gaming, , vol. 49(1), pages 50-71, February.
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    Cited by:

    1. Stefanos Galgouranas & Stelios Xinogalos, 2018. "jAVANT-GARDE: A Cross-Platform Serious Game for an Introduction to Programming With Java," Simulation & Gaming, , vol. 49(6), pages 751-767, December.
    2. Timothy C. Clapper, 2018. "Serious Games Are Not All Serious," Simulation & Gaming, , vol. 49(4), pages 375-377, August.
    3. Willy Christian Kriz, 2018. "Research of the Active Substance of Gaming Simulation," Simulation & Gaming, , vol. 49(6), pages 595-601, December.

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