The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google / Edition 1

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The Complete Guide to Simulations and Serious Games

The Complete Guide to Simulations and Serious Games offers an encyclopedic overview and complete lexicon for those who care about the next generation of educational media. This is the essential reference for not only those directly involved in simulations and serious games, but also for researchers and writers, computer game designers, policy makers, and entrepreneurs.

Organized as a style guide, the book includes more than 600 easy-to-browse entries and definitions, divided into key topics with introductory essays highlighting essential concepts. Written by Clark Aldrich—acclaimed educational simulation game designer—the book creates a unified view of capturing skills and knowledge and then developing them in others, through different uses of: computer interfaces, level design, bosses, dynamic systems, game elements, displays, units on maps, skill cones, feedback, assessment strategies, even balanced scorecards and artificial intelligence, just to name a few.

It balances tactical (what needs to go into a first level of a sim; what are questions to ask subject matter experts, how should programs be evaluated; when and how should coaches be used) to strategic (what is the difference between learning to know, learning to do, and learning to be; what does situational awareness look like when developing leadership or stewardship). In the spirit of Webster, Strunk and White, and Tufte, filled with helpful guidance and illustrative case studies, The Complete Guide to Simulations and Serious Games is the definitive "go-to" bookshelf reference for this generation.

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Product Details

  • ISBN-13: 9780470462737
  • Publisher: Wiley
  • Publication date: 10/12/2009
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 576
  • Product dimensions: 7.10 (w) x 9.30 (h) x 1.40 (d)

Meet the Author

Clark Aldrich, an international consultant, workshop leader, and popular conference speaker, is an award- and patent-winning designer of educational simulations including SimuLearn's Virtual Leader global product line. He works with corporate, academic, entertainment, and military organizations, and is the author of two award-winning books, Simulations and the Future of Learning and Learning by Doing (both from Pfeiffer). He is also a columnist and analyst in the overlap of IT and HR and founder of, and former director of research for, Gartner's e-learning coverage.

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Table of Contents

Foreword (Jeff Sandefer).

Preface: The Elements of Interactivity.

Introduction: Capturing the Wisdom That Has Fallen through the Cracks of Gutenberg and Google.

The Most Important Skills.

The Campfire and the Veld.

How to Use This Book.

The Babel Problem—“Serious Games” or “Educational Simulations”.

A New Science.

PART ONE Genres: Savior or Saboteur for Literacy 2.0?

1 Sims—The New Media of “Learning to Do” Not Just “Learning to Know”.

2 Immersive Learning Simulation: Because You Can’t Learn to Ride a Bicycle from a Book.

3 Computer Games.

4 Traditional Education.

PART TWO Simulation Elements—Actions and Results: Framing The Missing Essence Of Research And Analysis.

5 Basic Actions.

6 Middle Skills—Design Patterns for More Complicated Actions.

7 Desired Results.

PART THREE Simulation Elements of Systems: Connecting Actions and Results.

8 Maps: The Context for Life.

Systems That Act as Triggers.

9 Units: How CEOs, Presidents, and Hostile Aliens View Life on Earth.

10 Artificial Intelligence Player-Agent: More Patient Than Real People.

11 State-Based Systems and Models: A Shortcut to Simulations.

12 Pure Mathematical System: The Real Stuff.

13 Work Process.

14 Big Skills: The Most Important Twenty-First-Century Skills.

PART FOUR Building Interactive Environments.

15 Linear Content.

16 Game Elements: A Spoonful of Sugar If You Can Avoid Hypoglycemic Shock.

17 Pedagogical Elements: Learn Faster and Better.

18 Tasks and Levels.

19 Display.

20 Community.

21 Basic Inputs.

PART FIVE Formal Learning Program.

22 Learning Goals.

23 Program Goals.

24 Target Audiences and Corresponding Learning and Program Goals.

Target Audience

25 When to Use Sims—Meeting Both Learning and Program Goals.

26 Educational Simulation Creation and Milestones Part 1: An Overview of Key Steps.

27 Educational Simulation Creation and Milestones Part 2: Calibrating Skill Cones and Designing the Different Layers of Feedback.

28 The Necessary Student Experience of Frustration and Resolution.

29 Evaluation Strategies and the Analysis of Learning.

30 Conclusion: Banishing Today’s Classrooms, Curricula, Term Papers, Training Programs, Business Plans, and Linear Analysis to the Intellectual Slums and Backwaters to Which They So Richly Belong.

Appendix: Simulation Case Studies: Do Sims Work Better Than Traditional Instruction?

About the Author.


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  • Anonymous

    Posted April 14, 2012

    Caroline abigal heinle

    Doras big Dig i like it BECAS DORA SAVD THE DAY i love that book

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