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9780470464823

Learning by Doing : A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences

by
  • ISBN13:

    9780470464823

  • ISBN10:

    0470464828

  • Format: eBook
  • Copyright: 2008-10-01
  • Publisher: Pfeiffer
  • Purchase Benefits
List Price: $65.00
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Summary

Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, "Anyone who wants to lead or even succeed in our profession would do well to read this book."

Table of Contents

Dedication
Acknowledgements
Preface
The Challenge-A Conversation with Three Game Gurus
Technology and Simulations: Why Timing Matters
Building and Buying the Right Simulation in Corporations and Higher Education Today
Four Traditional Simulation Genres
Controlling People with Branching Stories
Introduction to Systems Thinking: Interactive Spreadsheets as Simulations
Making the Boring Fun: Game-Based Models
Getting a Good Feel for Things: Virtual Products and Virtual Labs
The Broader Opportunities of Simulations
A More Complete Perspective: Looking to the Broader World of Educational Simulations
Recognizing New Types of Scalable Content: Systems, Cyclical, and Linear
The Three Essential Elements to Successful Educational Experiences: Simulations, Games, and Pedagogy
Learning from Live Role Plays
Role Plays Redux: The Revolutionary Role of New Technologies
Using Simple, People-Based Game and Simulation Elements for Devastating Effectiveness
Learning from Flight Simulators
The Most Popular Simulations: Computer Games as Expectation Setters and Places to Start
Computer Games Redux: The Right Model? How Right?
The Mosquitoes of the Educational Simulations Ecosystem: Marketing Mini-Games
Next Gen Sims
The Advent of Next Generation Simulations
What If We REALLY REALLY Simulated History? First Flight: The Wright Experience Flight Simulator
Virtual University and Understanding the Value of a Classroom
Military + Computer Game = Full-Spectrum Experiences
Managing the Simulation Process
When Are Simulations a Solution?
Researching a Simulation: A New Competency
Designing a Simulation: Keys to Success
Deploying an Educational Simulation: It's Not What You Think
Iterations: Because You Won't Get It Right the First Time
One Branching Story Business Model
The Business Impact of Next Generation Simulations
Conclusion: Scalable Skills (a.k.a. a Heapen' Helpin' o' Hype)
Appendices
Aligning the Right Instructional Solution for the Right Problem
e-Learning Architecture Considerations Today
Traditional Corporate Simulation Vendors
Advanced Techniques for Branching Stories
Advanced Techniques for Interactive Spreadsheets
Getting What You Want: The Black Art of Customizing the Four Traditional Simulation Genres
e-Learning and Computer Game Milestones
Full Interviews with Jane Boston, Warren Spector, and Will Wright
Index
About the Author
Pfeiffer Publications Guide
Table of Contents provided by Publisher. All Rights Reserved.

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