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The complete guide to simulations and serious games : how the most valuable content will be created in the age beyond Gutenberg to Google /
"This practical book offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- co...
Autor principal: | |
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Formato: | Libro |
Lenguaje: | English |
Publicado: |
San Francisco :
Pfeiffer,
c2009.
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Edición: | 1st ed. |
Colección: | Pfeiffer essential resources for training and HR professionals.
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Materias: |
MARC
LEADER | 00000cam a22000002a 4500 | ||
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001 | ocn298775890 | ||
003 | OCoLC | ||
005 | 20221123080856.0 | ||
008 | 140319s2009 caua 001 0 eng d | ||
010 | |a 2009025589 | ||
035 | |a (Sirsi) i9780470462737 | ||
040 | |a DLC |b eng |c DLC |d UV# | ||
020 | |a 9780470462737 | ||
035 | |a (OCoLC)298775890 | ||
050 | 0 | 4 | |a LB1029.S5 |b A42 2009 |
082 | 0 | 4 | |a 371.39/7 |2 22 |
100 | 1 | |a Aldrich, Clark, |d 1967- | |
245 | 1 | 4 | |a The complete guide to simulations and serious games : |b how the most valuable content will be created in the age beyond Gutenberg to Google / |c Clark Aldrich. |
246 | 1 | 8 | |a Complete guide to simulations & series games |
250 | |a 1st ed. | ||
260 | |a San Francisco : |b Pfeiffer, |c c2009. | ||
300 | |a xxxiv, 533 páginas : |b ilustraciones ; |c 25 cm. | ||
490 | 1 | |a Pfeiffer essential resources for training and HR professionals | |
500 | |a "An essential knowledge resource"--Guarda posterior. | ||
500 | |a Incluye índices. | ||
505 | 0 | |a Foreword / Jeff Sandefer -- Preface: the elements of interactivity -- Introduction: capturing the wisdom that has fallen through the cracks of Gutenberg and Google -- Part one: genres: savior or saboteur for literacy 2.0? -- Sims: the new media of "learning to do," not just "learning to know" -- Immersive learning simulation: because you can't learn to ride a bicycle from a book -- Computer games -- Traditional education -- Part two: simulation elements--actions and results: framing the missing essence of research and analysis -- Basic actions -- Middle skills: design patterns for more complicated actions -- Desired results -- Part three: simulation elements of systems: connecting actions and results -- Maps: the context for life -- Units: how CEOs, presidents, and hostile aliens view life on earth -- Artificial intelligence player-agent: more patient than real people -- State-based systems and models: a shortcut to simulations -- Pure mathematical system: the real stuff -- Work process -- Big skills: the most important twenty-first-century skills -- Part four: building interactive environments -- Linear content -- Game elements: a spoonful of sugar if you can avoid hypoglycemic shock -- Pedagogical elements: learn faster and better -- Tasks and levels -- Display -- Community -- Basic inputs -- Part five: formal learning program -- Learning goals: learning to be, learning to do, learning to know -- Program goals -- Target audiences and corresponding learning and program goals -- When to use sims: meeting both learning and program goals -- Educational simulation creation and milestones part 1: an overview of key steps -- Educational simulation creation and milestones part 2: calibrating skill cones and designing the different layers of feedback -- The necessary student experience of frustration and resolution -- Evaluations strategies and the analysis of learning -- Conclusion: banishing today's classrooms, curricula, term papers, training programs, business plans, and linear analysis to the intellectual slums and backwaters to which they so richly belong -- Appendix: simulation case studies: do sims work better than traditional instruction? | |
520 | |a "This practical book offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games"--Provided by publisher. | ||
504 | |a Incluye notas bibliográficas. | ||
650 | 4 | |a Administración |x Métodos de simulación. | |
650 | 7 | |a Juegos educativos |9 354457 | |
830 | 0 | |a Pfeiffer essential resources for training and HR professionals. | |
901 | |a Z0 |b UV# | ||
596 | |a 2 | ||
942 | |c LIBRO | ||
999 | |c 274344 |d 274344 |