Buch, Englisch, 266 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 393 g
A Game Changer
Buch, Englisch, 266 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 393 g
ISBN: 978-0-367-85742-4
Verlag: CRC Press
Short Sims: A Game Changer explores the design concepts, dialogue, and formatting of interactive simulations. Interactivity is the key to effective educational media in schools, corporations, the military, and government. However, challenges like ineffective linear content or expenses can derail the product. This book provides a proven methodology to guide anyone through the steps of quickly creating highly engaging and responsive content. The process combines decades of research and implementations with leading organizations (Bill & Melinda Gates Foundation, Harvard Business School Publishing, Visa, State Department) with new tools that have just emerged.
Key Features
- This book provides numerous code examples to illustrate how to put the techniques into practice.
- It includes expanded introductions to mathematics fundamental to computer graphics and game development.
- Graphics and physics are covered in introductory overviews.
Author Bio
Clark Aldrich is an education technology thought leader—the author of six books and developer of patent and award-winning projects. He currently builds custom Short Sims for organizations using a revolutionary methodology he has pioneered, or helps them build their own, through www.shortsims.com. He is also the host of an audio series called Education X Media (www.edbymedia.com) about evolving pedagogy in academics, corporations, and the military. He has been called a "guru" by Fortune Magazine and a "maverick" by CNN. Aldrich and his work have been featured in hundreds of other sources, including CBS, ABC, The New York Times, USA Today, the Associated Press, Wall Street Journal, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Report. He has written monthly columns for Training Magazine and Online Learning Magazine. Previously, he was the founder and former director of research for Gartner’s e-learning coverage. Earlier in his career, he worked on special projects for Xerox' executive team. He also served for many years as the Governor's representative on the education task force Joint Committee on Educational Technology, volunteered on several non-profit organizations aimed at child advocacy, and has served on numerous boards. He earned from Brown University a degree in cognitive science (during which he also taught at a leading environmental education foundation). He grew up in Concord, Massachusetts, and is the ninth great-grandson of Governors John Winthrop and Thomas Dudley, first and second governors of the Massachusetts Bay Colony, and Captain Walter Neale, the first colonial governor of lower New Hampshire.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Section 1: Introduction
Chapter 1: Introduction
Chapter 2: Short Sim Example -- Be a Hacker
Chapter 3: Seven Short Sim Design Principles
Section 2: Design
Chapter 4: Planning Assumptions and Expectations (What the Project Manager Needs to Know)
Chapter 5: Identify the Audience and Broad Topic Parameters
Chapter 6: Research, Including Subjecdt Matter Expert Interviews, and how to Organize Notes
Chapter 7: Blocking Out a Simple Short Sim
Chapter 8: Getting Feedback
Section 3: Short Sims Types (Basic)
Chapter 9: An Introduction to Short Sim Types
Chapter 10: Settings
Chapter 11: Short Sims that Inculcate New Ways of Thinking
Chapter 12: Predictable Processes
Chapter 13: Case Study: Creating a Short Sim Lab on Demand Curves
Chapter 14: Short Sim Example: Carpool (and a Model of Conviction Building)
Section 4: Examples of Advanced Types
Chapter 15: Advanced Universal Techniques
Chapter 16: Example: Complex Processes
Chapter 17: A Case Study: Complex Role Play and The Theory of the Case
Chapter 18: A Case Study: Labs (Redux)
Chapter 19: Sandboxes and Other Exploration of Interesting Systems
Chapter 20: Endings to Encourage Replay
Chapter 21: Assessments
Chapter 22: Case Study: Creating a Simply Business Simulator
Chapter 23: Conclusion
Glossary
Appendix A: Text Style Guide
Appendix B: Examples of Learning Goals and Program Goals
Appendix C: Broad List of Possible Subject Matter Expert Questions