Design and Development of Training Games: Practical Guidelines from a Multidisciplinary PerspectiveThe 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
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 |
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achieve actions activities Ambush approach appropriate assessment authenticity BBN Technologies behavior CBCTS challenge character choices cognitive fidelity cognitive load combat medic complete create damage control DARWARS Ambush decisions dental implant design and development design patterns educational effective engaging ensure entertainment games Example instantiations experience feedback first-person shooter flow focus focused game development game elements game-based game’s gameplay Gaming considerations Gaming intent goals guidance identify in-game Instructional considerations instructional design Instructional intent Instructional mechanic Description Instructional situation instructional system design instructors interactions interface iterative learners learning game design learning objectives mental models methods mission motivation multiplayer multiple narrative Operation Flashpoint Pattern Name performance phase physical fidelity playtesting Practice Marketing Quest Atlantis scenario serious games simulation skills SMEs specific story strategy target tasks teachers testing types VDIT virtual visual