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The complete guide to simulations and serious games : how the most valuable content will be created in the age beyond Gutenberg to Google

Author: Clark Aldrich
Publisher: San Francisco : Pfeiffer, ©2009.
Series: Pfeiffer essential resources for training and HR professionals
Edition/Format:   Print book : English : 1st edView all editions and formats
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Document Type: Book
All Authors / Contributors: Clark Aldrich
ISBN: 9780470462737 0470462736
OCLC Number: 858815335
Notes: Hrbtni nasl.: The complete guide to simulations & serious games.
Description: XXXIV, 533 str. : ilustr. ; 25 cm.
Contents: Foreword / Jeff Sandefer --
Preface: the elements of interactivity --
Introduction: capturing the wisdom that has fallen through the cracks of Gutenberg and Google --
Part one: genres: savior or saboteur for literacy 2.0? --
Sims: the new media of "learning to do," not just "learning to know" --
Immersive learning simulation: because you can't learn to ride a bicycle from a book --
Computer games --
Traditional education --
Part two: simulation elements --
actions and results: framing the missing essence of research and analysis --
Basic actions --
Middle skills: design patterns for more complicated actions --
Desired results --
Part three: simulation elements of systems: connecting actions and results --
Maps: the context for life --
Units: how CEOs, presidents, and hostile aliens view life on earth --
Artificial intelligence player-agent: more patient than real people --
State-based systems and models: a shortcut to simulations --
Pure mathematical system: the real stuff --
Work process --
Big skills: the most important twenty-first-century skills --
Part four: building interactive environments --
Linear content --
Game elements: a spoonful of sugar if you can avoid hypoglycemic shock --
Pedagogical elements: learn faster and better --
Tasks and levels --
Display --
Community --
Basic inputs --
Part five: formal learning program --
Learning goals: learning to be, learning to do, learning to know --
Program goals --
Target audiences and corresponding learning and program goals --
When to use sims: meeting both learning and program goals --
Educational simulation creation and milestones part 1: an overview of key steps --
Educational simulation creation and milestones part 2: calibrating skill cones and designing the different layers of feedback --
The necessary student experience of frustration and resolution --
Evaluations strategies and the analysis of learning --
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?
Series Title: Pfeiffer essential resources for training and HR professionals
Other Titles: Complete guide to simulations & serious games
Responsibility: Clark Aldrich.
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