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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...

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Detalles Bibliográficos
Autor principal: Aldrich, Clark, 1967-
Formato: Libro
Lenguaje:English
Publicado: San Francisco : Pfeiffer, c2009.
Edición:1st ed.
Colección:Pfeiffer essential resources for training and HR professionals.
Materias:

MARC

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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