Bibliographic record and links to related information available from the Library of Congress catalog
Information from electronic data provided by the publisher. May be incomplete or contain other coding.
Foreword. Acknowledgments. 1. Do You Want Fries with that e-Learning? Part One: The Simulation Way. 2. In the Game. 3. The Primary Colors of Content. 4. The e-Learning Arms Race. 5. The Myth of Subject-Matter Experts. 6. The Search for Content. 7. What Would a Leadership Situation Look Like? 8. Uncovering the Essence of Leadership. 9. The Lure of Linear Content. Part Two: Modeling Reality. 10. Rules for a Post-Textbook World: Simulation Design Principles. 11. The Beginning of Open-Ended Content: Sets and Figures. 12. What Do People Do All Day? The Animation System. 13. The Ultimate Hurdle: The Dialogue System. 14. Modeling a Little World: The Physics System. 15. Modeling the Inhabitants: The AI System. Part Three: Philosophical and Technical Realities. 16. A New Look at Work: The Interface System. 17. The Scariest Word of All: Gameplay. 18. Why Use Grades, Anyway? Metrics, Scores, and Simulations. 19. Virtual Leader vs. the World. Part Four: The Way Ahead. 20. Seventeen Simulation Issues. 21. A Manifest Destiny: Simulations and the Training Industry. Epilogue: Looking Back at Schools. Glossary. Appendix One: Raw Leadership Content. Appendix Two: Organized Leadership Content. Index. About the Author. Pfeiffer Publications Guide.