ABSTRACT

The sim uses a version of the same core mechanic of almost all Short Sims: a set up and decision moment, with choices between common mistakes and the right answer. As with most Short Sims, the lack of expensive media, including audio and video, decreases creation time and, as importantly, increases the ability of the author to iteratively tweak the experience. This Short Sim is an example of non-directive learning. In traditional directive learning, information is pushed at a student, as is almost necessary in a book, video, or lecture. Directive leadership tends to get short term results, but often no, or even negative, long-term results. Short Sims should be effortless to access and use, with few directions needed.