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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Overview

"This practical book offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games"--Provided by publisher.

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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
  • Sales rank: 1,024,189
  • Product dimensions: 7.10 (w) x 9.30 (h) x 1.40 (d)

Table of Contents

Foreword Jeff Sondefer Sondefer, Jeff

Preface: The Elements of Interactivity

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

Pt. 1 Genres: Savior or Saboteur for Literacy 2.0? 1

1 Sims: The New Media of "Learning to Do," Not Just "Learning to Know" 9

2 Immersive Learning Simulation: Because You Can't Learn to Ride a Bicycle from a Book 13

3 Computer Games 33

4 Traditional Education 43

Pt. 2 Simulation Elements - Actions and Results: Framing the Missing Essence of Research and Analysis 51

5 Basic Actions 55

6 Middle Skills: Design Patterns for More Complicated Actions 69

7 Desired Results 95

Pt. 3 Simulation Elements of Systems: Connecting Actions and Results 101

8 Maps: The Context for Life 107

9 Units: How CEOs, Presidents, and Hostile Aliens View Life on Earth 133

10 Artificial Intelligence Player-Agent: More Patient Than Real People 171

11 State-Based Systems and Models: A Shortcut to Simulations 179

12 Pure Mathematical System: The Real Stuff 187

13 Work Process 205

14 Big Skills: The Most Important Twenty-First-Century Skills 219

Pt. 4 Building Interactive Environments 241

15 Linear Content 243

16 Game Elements: A Spoonful of Sugar If You Can Avoid Hypoglycemic Shock 257

17 Pedagogical Elements: Learn Faster and Better 285

18 Tasks and Levels 317

19 Display 347

20 Community 377

21 Basic Inputs 403

Pt. 4 Formal Learning Program 421

22 Learning Goals: Learning to Be, Learning to Do, Learning to Know 423

23 Program Goals 433

24 Target Audiences and Corresponding Learning and Program Goals 445

25 When to UseSims: Meeting Both Learning and Program Goals 449

26 Educational Simulation Creation and Milestones Part 1: An Overview of Key Steps 457

27 Educational Simulation Creation and Milestones Part 2: Calibrating Skill Cones and Designing the Different Layers of Feedback 477

28 The Necessary Student Experience of Frustration and Resolution 485

29 Evaluation Strategies and the Analysis of Learning 493

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 505

App Simulation Case Studies: Do Sims Work Better Than Traditional Instruction? 509

Index 519

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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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