Warehouse Stock Clearance Sale

Grab a bargain today!


Learning by Doing
By

Rating

Product Description
Product Details

Table of Contents

Dedication.
Acknowledgements.


Preface.


Introduction 1: The Challenge?A Conversation with Three
Game Gurus.


Introduction 2: Technology and Simulations: Why Timing
Matters.


SECTION ONE: Building and Buying the Right Simulation
in Corporations and Higher Education Today.


1. Four Traditional Simulation Genres.


2. Controlling People with Branching Stories.


3. Introduction to Systems Thinking: Interactive Spreadsheets as
Simulations.


4. Making the Boring Fun: Game-Based Models.


5. Getting a Good Feel for Things: Virtual Products and Virtual
Labs.


SECTION TWO: The Broader Opportunities of
Simulations.


6. A More Complete Perspective: Looking to the Broader World of
Educational Simulations.


7. Recognizing New Types of Scalable Content: Systems, Cyclical,
and Linear.


8. The Three Essential Elements to Successful Educational
Experiences: Simulations, Games, and Pedagogy.


9. Learning from Live Role Plays.


10. Role Plays Redux: The Revolutionary Role of New
Technologies.


11. Using Simple, People-Based Game and Simulation Elements for
Devastating Effectiveness.


12. Learning from Flight Simulators.


13. The Most Popular Simulations: Computer Games as Expectation
Setters and Places to Start.


14. Computer Games Redux: The Right Model? How Right?


15. The Mosquitoes of the Educational Simulations Ecosystem:
Marketing Mini-Games.


SECTION THREE: Next Gen Sims.


16. The Advent of Next Generation Simulations.


17. What If We REALLY REALLY Simulated History? First Flight:
The Wright Experience Flight Simulator.


18. Virtual University and Understanding the Value of a
Classroom.


19. Military + Computer Game = Full-Spectrum Experiences.


SECTION FOUR: Managing the Simulation Process.


20. When Are Simulations a Solution?


21. Researching a Simulation: A New Competency.


22. Designing a Simulation: Keys to Success.


23. Deploying an Educational Simulation: It?s Not What You
Think.


24. Iterations: Because You Won?t Get It Right the First
Time.


25. One Branching Story Business Model.


26. The Business Impact of Next Generation Simulations.


27. Conclusion: Scalable Skills (a.k.a. a Heapen?
Helpin? o? Hype).


SECTION FIVE: Appendices.


Appendix 1: Aligning the Right Instructional Solution for the
Right Problem.


Appendix 2: e-Learning Architecture Considerations Today.


Appendix 3: Traditional Corporate Simulation Vendors.


Appendix 4: Advanced Techniques for Branching Stories.


Appendix 5: Advanced Techniques for Interactive
Spreadsheets.


Appendix 6: Getting What You Want: The Black Art of Customizing
the Four Traditional Simulation Genres.


Appendix 7: e-Learning and Computer Game Milestones.


Appendix 8: Full Interviews with Jane Boston, Warren Spector,
and Will Wright.


Index.


About the Author.


Pfeiffer Publications Guide.

About the Author

Clark Aldrich has been called an ?e-learning Guru? by Fortune Magazine, ?Visionary of the Industry? by Training magazine, and a member of ?Training?s New Guard? by the American Society of Training and Development for his roles as an e-learning analyst, consultant, and designer. He was the lead designer of SimuLearn?s Virtual Leader (Best Online Product of the Year, Training Media Review in Training & Development magazine, 2004) and author of Simulations and the Future of Learning. Aldrich has been a subject-matter expert on e-learning and simulations for almost every major news source, including The New York Times, Wall Street Journal, CBS, CNET, Business 2.0, CNN, and U.S. News and World Report. Previously, he was the research director that had created and was topic leader for Gartner?s e-learning coverage. He lives in Madison, Connecticut.

Reviews

"Learning by Doing is the real thing, written by a man who has built simulations that actually work. Aldrich offers deep and lucid theory always accessibly packaged inside fully practical examples and applications. His new book is the best way available today to come to grips with changes that will eventually transform learning in our schools, workplaces, and society." --James Paul Gee, author, What Video Games Have to Teach Us About Learning and Literacy; professor, University of Wisconsin at Madison "Clark Aldrich draws upon a vast array of resources, from higher education to the corporate world, from state-of-the-art computer games to live role plays to get a sense of where we can go in learning. Filled with practical suggestions and diverse examples, this book is a great read for educators of all types." --Marshall S. Smith, director, education program, The William and Flora Hewlett Foundation "Clark Aldrich has been in the e-learning trenches for years. Learning By Doing is a wonderful opportunity for you to learn from the problems, surprises, and successes he experienced." --Tom M. Kelly, vice president, Internet Learning Solutions, Cisco "Learning by Doing provides a comprehensive and informed review of the present and possible futures of simulations and learning games. It?s refreshing to see such a complex topic addressed with humor and scholarly acuity." --Noah Falstein, formerly game designer and executive producer, LucasArts Entertainment and Dreamworks Interactive; freelance game and simulation designer, www.theinspiracy.com "If you want to design a new learning experience or enhance existing content with game interactions and simulations, Aldrich presents you with a clear outline of your options." --Margaret Corbit, research outreach, Cornell Theory Center, Cornell University

Ask a Question About this Product More...
 
Look for similar items by category
People also searched for
Item ships from and is sold by Fishpond.com, Inc.

Back to top
We use essential and some optional cookies to provide you the best shopping experience. Visit our cookies policy page for more information.