The Complete Guide to Simulations and Serious Games

The Complete Guide to Simulations and Serious Games
Der Artikel wird am Ende des Bestellprozesses zum Download zur Verfügung gestellt.
How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google
 E-Book
Sofort lieferbar | Lieferzeit: Sofort lieferbar

84,99 €* E-Book

Artikel-Nr:
9780470506745
Veröffentl:
2009
Einband:
E-Book
Seiten:
576
Autor:
Clark Aldrich
eBook Typ:
EPUB
eBook Format:
Reflowable E-Book
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich'sThe Complete Guide to Simulations and Serious Games. Witty,fast-paced, and non-linear -- it's Spock meets Alton Brown." Lynne Kenney, Psy.D., The Family CoachThis exciting work offers designers a new way to see the world,model it, and present it through simulations. A groundbreakingresource, it includes a wealth of new tools and terms and acorresponding style guide to help understand them. The author -- aglobally recognized industry guru -- covers topics such as virtualexperiences, games, simulations, educational simulations, socialimpact games, practiceware, game-based learning/digital game basedlearning, immersive learning, and serious games. This book is thefirst of its kind to present definitions of more than 600simulation and game terms, concepts, and constructs.
Foreword (Jeff Sandefer).Preface: The Elements of Interactivity.Introduction: Capturing the Wisdom That Has Fallen through theCracks 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" NotJust "Learning to Know".2 Immersive Learning Simulation: Because You Can't Learnto 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 ComplicatedActions.7 Desired Results.PART THREE Simulation Elements of Systems: Connecting Actionsand Results.8 Maps: The Context for Life.Systems That Act as Triggers.9 Units: How CEOs, Presidents, and Hostile Aliens View Life onEarth.10 Artificial Intelligence Player-Agent: More Patient Than RealPeople.11 State-Based Systems and Models: A Shortcut toSimulations.12 Pure Mathematical System: The Real Stuff.13 Work Process.14 Big Skills: The Most Important Twenty-First-CenturySkills.PART FOUR Building Interactive Environments.15 Linear Content.16 Game Elements: A Spoonful of Sugar If You Can AvoidHypoglycemic 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 ProgramGoals.Target Audience25 When to Use Sims--Meeting Both Learning and ProgramGoals.26 Educational Simulation Creation and Milestones Part 1: AnOverview of Key Steps.27 Educational Simulation Creation and Milestones Part 2:Calibrating Skill Cones and Designing the Different Layers ofFeedback.28 The Necessary Student Experience of Frustration andResolution.29 Evaluation Strategies and the Analysis of Learning.30 Conclusion: Banishing Today's Classrooms, Curricula,Term Papers, Training Programs, Business Plans, and Linear Analysisto the Intellectual Slums and Backwaters to Which They So RichlyBelong.Appendix: Simulation Case Studies: Do Sims Work Better ThanTraditional Instruction?About the Author.Index.

Kunden Rezensionen

Zu diesem Artikel ist noch keine Rezension vorhanden.
Helfen sie anderen Besuchern und verfassen Sie selbst eine Rezension.