Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
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.”
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Section 2 THE BROADER OPPORTUNITIES OF SIMULATIONS
Section 3 NEXT GEN SIMS
Section 4 MANAGING THE SIMULATION PROCESS
Section 5 APPENDICES
APPENDIX 1 ALIGNING THE RIGHT INSTRUCTIONAL SOLUTION FOR THE RIGHT PROBLEM
APPENDIX 2 ELEARNING ARCHITECTURE CONSIDERATIONS TODAY
APPENDIX 3 TRADITIONAL CORPORATE SIMULATION VENDORS
APPENDIX 4 ADVANCED TECHNIQUES FOR BRANCHING STORIES
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Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and ...
No preview available - 2008
Account Video arcade game branching stories build coaching computer games corporate create customers cyclical content decisions deﬁned designers difﬁcult e-learning educational experiences educational simulations employees engage environment example feedback ﬁdelity Figure ﬁnd ﬁrst ﬁrst-person FIRST-PERSON SHOOTERS ﬁve ﬂight simulators ﬂy Full Spectrum Warrior game elements game-based models gen sims goal graphics impact impression of virtual inﬂuence instructor interactive spreadsheets interface learners Learning Management System learning objects linear content look marketing mini-games Microsoft minutes multi-player ofﬁcer options organization Pac-Man participants pedagogical elements percent Permission perspective pilots players real-time strategy REUSABLE LEARNING OBJECTS role plays role-playing games signiﬁcant SimCity simulation elements Simulation Genres situation skills slate three Source speciﬁc strategy teach things tion Toolkits universal truths users vendors virtual classroom virtual labs virtual products warren spector