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.
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.