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
分類: 图书,进口原版书,科学与技术 Science & Techology ,
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