Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational ExperiencesDesigned 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.” |
From inside the book
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Contents
Section 2 THE BROADER OPPORTUNITIES OF SIMULATIONS | 57 |
Section 3 NEXT GEN SIMS | 171 |
Section 4 MANAGING THE SIMULATION PROCESS | 205 |
Section 5 APPENDICES | 279 |
APPENDIX 1 ALIGNING THE RIGHT INSTRUCTIONAL SOLUTION FOR THE RIGHT PROBLEM | 281 |
APPENDIX 2 ELEARNING ARCHITECTURE CONSIDERATIONS TODAY | 292 |
APPENDIX 3 TRADITIONAL CORPORATE SIMULATION VENDORS | 301 |
APPENDIX 4 ADVANCED TECHNIQUES FOR BRANCHING STORIES | 304 |
Other editions - View all
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and ... Clark Aldrich No preview available - 2008 |
A Coach's Guide to Emotional Intelligence: Strategies for Developing ... James Bradford Terrell,Marcia Hughes No preview available - 2008 |
Common terms and phrases
arcade game Architecture Considerations branching stories build coaching computer games Content Management corporate create cyclical content decisions designers DirectX e-learning e-learning content educational simulations employees engage environment example feedback Figure first-person shooter flight simulators Four Traditional Simulation Full Spectrum Warrior game elements game-based models gen sims goal graphics impact impression of virtual instructor instructor-supported interactive spreadsheets interface learners Learning Management System learning objects linear content look Marketing Mini-Game Microsoft minutes multi-player options organization participants pedagogical elements percent Permission perspective pilots players Plug-In Portal products and virtual real-time real-time strategy role plays role-playing games SimCity simulation elements Simulation Genres SimuLearn situation skills slate three Source specific strategy teach things tion Toolkits users vendors Virtual Classroom virtual labs virtual products WARREN SPECTOR