Design and Development of Training Games: Practical Guidelines from a Multidisciplinary Perspective

Front Cover
Talib S. Hussain, Susan L. Coleman
Cambridge University Press, Nov 10, 2014 - Computers
The multidisciplinary nature of learning-games development is key to successful projects. In this book, field leaders in serious games and professionals in entertainment games share practical guidelines and lessons from their own experiences researching and developing learning games. This volume includes: • The key elements of design and development that require particular attention from multiple disciplines to ensure success • An overview of successful models and methods, and the trade-offs made throughout the process, to guide development • Cohesive, multidisciplinary views of the issues that arise and of the techniques applied in order to produce effective learning games grounded in specific experiences, community consensus, and analysis of successful learning games that have already been released • The stories behind the games, to illustrate how final design and development decisions were reached. Aimed at professionals and academics interested in developing and researching learning games, it offers a comprehensive picture of the state of the art.
 

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Contents

Their Methods Strengths
6
Communication for Stronger Learning Game Design
31
What Are They
55
Story for Learning and Gaming
93
Authenticity in Learning Games
121
Flow Motivation and Fun
146
Bridging the Gap from Design to Implementation
179
Integrating Games into Learning Environments
273
Quest Atlantis
377
Quest Atlantis
393
ComputerBased Corpsman Training System
406
ComputerBased Corpsman Training System
419
Virtual Dental Implant Trainer
437
DARWARS Ambush
451
DARWARS Ambush
464
Procurement Fraud Indicators
486

Multidisciplinary Learning Game Development Method
303
Game Review Criteria
337
VESSEL Damage Control Trainer
361
Practice Marketing
506
Index
521
Copyright

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About the author (2014)

Dr Talib S. Hussain is a senior scientist at Raytheon BBN Technologies with more than a decade of experience in developing and testing training solutions for both humans and machines. He has developed serious games for the army, the navy and the intelligence community, among others. As principal investigator for the ONR-sponsored Virtual Environment for Ship and Shore Experiential Learning (VESSEL) project, he led the development of authoring technology for games, the development and deployment of the VESSEL Damage Control Trainer game for navy recruit training, and several empirical studies on games and learning.

Dr Susan L. Coleman is the chief performance officer for Intelligent Decision Systems, Inc. (IDSI). Although she began her career as a teacher in the public school system, she has spent more than twenty years analyzing and designing training systems for the military. Her designs have won the Award of Excellence from the International Society for Performance Improvement (ISPI), the Best Game Award in the business category at the 2009 Serious Games Showcase and Challenge, Training magazine's 2010 Outstanding Training Initiative Award, and the 2010 Outstanding Achievement in Modeling and Simulation for Training Award from the National Training and Simulation Association. She has written more than thirty-five technical reports and twelve published articles, and has given numerous presentations at national conferences.

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