Table of contents for Learning by doing : the essential guide to simulations, computer games, and pedagogy in e-learning and other educational experiences / by Clark Aldrich.

Bibliographic record and links to related information available from the Library of Congress catalog.

Note: Contents data are machine generated based on pre-publication provided by the publisher. Contents may have variations from the printed book or be incomplete or contain other coding.


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Contents
Dedication	vi
Acknowledgements	vi
Preface	xviii
Introduction One: The Challenge - A Conversation with Three Game Gurus	23
Introduction Two: Technology and Simulations: Why Timing Matters	27
Section I: Building and Buying the Right Simulation in Corporations and Higher Education Today	36
Chapter One: Four Traditional Simulation Genres	37
Chapter Two: Controlling People with Branching Stories	41
Chapter Three: Introduction to Systems Thinking - Interactive Spreadsheets as Simulations	54
Chapter Four: Making the Boring Fun - Game-Based Models	71
Chapter Five: Getting a Good Feel for Things- Virtual Products & Virtual Labs	81
Section II: The Broader Opportunities of Simulations	99
Chapter Six: A More Complete Perspective: Looking to the Broader World of Educational Simulations	100
Chapter Seven: Recognizing New Types of Scalable Content: Systems, Cyclical, and Linear	112
Chapter Eight: The Three Essential Elements to Successful Educational Experiences - Simulations, Games, and Pedagogy	122
Chapter Nine: Learning From Live Role-plays	140
Chapter Ten: Role-plays Redux: The Revolutionary Role of New Technologies	150
Chapter Eleven: Using Simple, People-Based Game and Simulation Elements for Devastating Effectiveness	163
Chapter Twelve: Learning From Flight Simulators	170
Chapter Thirteen: The Most Popular Simulations - Computer Games as Expectation Setters and Places to Start	179
Chapter Fourteen: Computer Games Redux: The Right Model? How Right?	194
Chapter Fifteen: The Mosquitoes of the Educational Simulations Eco-System - Marketing Mini-Games	209
Section III: Next Gen Sims	218
Chapter Sixteen: The Advent of Next Generation Simulations	219
Chapter Seventeen: What if we REALLY REALLY Simulated History? First Flight - The Wright Experience Flight Simulator	225
Chapter Eighteen: Virtual University and Understanding the Value of a Classroom	235
Chapter Nineteen: Military + Computer Game = Full Spectrum Experiences	245
Section IV: Managing The Simulation Process	256
Chapter Twenty: When Are Simulations a Solution?	257
Chapter Twenty-one: Researching a Simulation: A New Competency	263
Chapter Twenty-two: Designing a Simulation: Keys to Success	267
Chapter Twenty-three: Deploying an Educational Simulation: It's Not what You Think	295
Chapter Twenty-four: Iterations - Because You Won't Get it Right the First Time	309
Chapter Twenty-five: One Branching Story Business Model	315
Chapter Twenty-six: The Business Impact of Next Generation Simulations	320
Conclusion: Scalable Skills (a.k.a. a Heapen' Helpin' o' Hype)	326
Section V: Appendixes	335
Appendix One: Aligning the Right Instructional Solution for the Right Problem	336
Appendix Two: E-Learning Architecture Considerations Today	348
Appendix Three: Traditional Corporate Simulation Vendors	359
Appendix Four: Advanced Techniques for Branching Stories	362
Appendix Five: Advanced Techniques for Interactive Spreadsheets	371
Appendix Six: Getting What You Want: The Black Art of Customizing the Four Traditional Simulation Genres	376
Appendix Seven: E-Learning and Computer Game Milestones	388
Appendix Eight: Full Interviews with Jane Boston, Warren Spector, and Will Wright	395
About the Author	412
Praise for Aldrich's First Book	413

Library of Congress Subject Headings for this publication:

Education -- Simulation methods.
Computer-assisted instruction.
Computer games.