Engaging Learning: Designing e-Learning Simulation Games
Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.
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Designing eLearning Simulation Games Introduction
Designing eLearning Simulation Games Part A Setting the Stage
Designing eLearning Simulation Games Part B A Play in Three Acts
Designing eLearning Simulation Games Part C Set Design and Afterthoughts
Designing eLearning Simulation Games Bibliography
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achieve action activities alignment application approach appropriate audience challenge Chapter character choices choose client cognitive cognitive apprenticeship components computer games concept consequences constraints contingent scenarios Continued create decisions design process develop Don Norman Donald Norman e-learning educational effective elements engaged learning ensure environment evaluation example feedback Figure focus framework full game Full Monty game design game engine graphics human-computer interaction HyperCard I’ve implementation important initial instance instructional design interactive interesting interface design kids knowledge learners learning experience learning games learning goals learning objective Mark Lepper meaningful ments Mini-Scenarios opportunities Option outcome performance play player practice pragmatic problem programming project management prototype relevant require rience role simulations situation skills solution specific story line STUDY suggests talking task theme there’s tion underlying representation understand users