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电子学习中的模拟、计算机游戏和教育综合指南Learning by Doing: A Comprehensive Guide to Simulations

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作者: Clark Aldrich著

出 版 社: Oversea Publishing House

出版时间: 2005-5-1字数:版次: 1页数: 353印刷时间: 2005/05/01开本: 16开印次: 1纸张: 胶版纸I S B N : 9780787977351包装: 精装编辑推荐

作者简介

Clark Aldrich has been called an “e-learning Guru” by Fortune Magazine, “Visionary of the Industry” by Training magazine, and a member of “Training’s New Guard” by the American Society of Training and Development for his roles as an e-learning analyst, consultant, and designer. He was the lead designer of SimuLearn’s Virtual Leader (Best Online Product of the Year, Training Media Review in Training & Development magazine, 2004) and author of Simulations and the Future of Learning. Aldrich has been a subject-matter expert on e-learning and simulations for almost every major news source, including The New York Times, Wall Street Journal, CBS, CNET, Business 2.0, CNN, and U.S. News and World Report. Previously, he was the research director that had created and was topic leader for Gartner’s e-learning coverage. He lives in Madison, Connecticut.

内容简介

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.”

目录

Dedication

Acknowledgements

Preface

Introduction 1: The Challenge--A Conversation with Three Game Gurus

Introduction 2: Technology and Simulations:Why Timing Matters

SECTION ONE Building and Buying the Right Simulation in Corporations and Higher Education:Today

1. Four Traditional Simulation Genres

2. Controlling People with Branching Stories

3. Introduction to Systems Thinking: Interactive Spreadsheets as Simulations

4. Making the Boring Fun: Game-Based Models

5. Getting a Good Feel for Things: Virtual Products and Virtual Labs

SECTION TWO:The Broader Opportunities of Simulations

6. A More Complete Perspective: Looking to the Broader World of EducationalSimulations

7. Recognizing New Types of Scalable Content: Systems,Cyclical, and Linear

8. The Three Essential Elements to Successful EducationalExperiences:Simulations, Games, and Pedagogy

9. Learning from Live Role Plays

10. Role Plays Redux: The Revolutionary Role of New Technologies

11. Using Simple, People-Based Game and Simulation Elements for Devastating Effectiveness

12. Learning from Flight Simulators

13. The Most Popular Simulations: Computer Games as Expectation Setters and Places to Start

14. Computer Games Redux: The Right Model? How Right?

15. The Mosquitoes of the Educational Simulations Ecosystem: Marketing Mini-Games

SECTION THREE:Next Gen Sims

16. The Advent of Next Generation Simulations

17. What If We REALLY REALLY Simulated History? First Flight: The Wright Experience Flight Simulator

18. Virtual University and Understanding the Value of a Classroom

19. Military + Computer Game = Full-Spectrum Experiences

SECTION FOUR:Managing the Simulation Process

20. When Are Simulations a Solution?

21. Researching a Simulation: A New Competency

22. Designing a Simulation: Keys to Success

23. Deploying an Educational Simulation: It's Not What You Think

24. Iterations: Because You Won't Get It Right the First Time

25. One Branching Story Business Model

26. The Business Impact of Next Generation Simulations

27. Conclusion: Scalable Skills (a.k.a. a Heapen' Helpin' o' Hype)

SECTION FIVE:Appendices

Appendix 1: Aligning the Right Instructional Solution for the Right Problem

Appendix 2: e-Learning Architecture Considerations Today

Appendix 3: Traditional Corporate Simulation Vendors

Appendix 4: Advanced Techniques for Branching Stories

Appendix 5: Advanced Techniques for Interactive Spreadsheets

Appendix 6: Getting What You Want: The Black Art of Customizing the Four Traditional Simulation Genres

Appendix 7: e-Learning and Computer Game Milestones

Appendix 8" Full Interviews with Jane Boston, Warren Spector, and Will Wright

Index

About the Author

Pfeiffer Publications Guide

 
 
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