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Complete Guide to Simulations and Serious Games How the Most Valuable Content Will Be Created in the Age Beyond Gutenberg to Google

ISBN-10: 0470462736
ISBN-13: 9780470462737
Edition: 2009
List price: $156.95 Buy it from $93.41
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Description: 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  More...

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Book details

List price: $156.95
Copyright year: 2009
Publisher: John Wiley & Sons, Incorporated
Publication date: 9/21/2009
Binding: Hardcover
Pages: 576
Size: 7.50" wide x 9.75" long x 1.50" tall
Weight: 2.706
Language: English

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.

Foreword
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
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
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
Simulation Elements of Systems: Connecting Actions and Results
Maps: The Context for Life
Systems That Act as Triggers
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
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
Formal Learning Program
Learning Goals
Program Goals
Target Audiences and Corresponding Learning and Program Goals
Target Audience
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
Evaluation 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?
About the Author
Index

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