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
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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.
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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: 7.32" wide x 9.49" long x 1.35" tall
Weight: 2.728
Language: English

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
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
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