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| 作者简介 Clark Aldrich has been called an “e-learning Guru” by Fortune Magazine, “Visionary of the Industry” by Training magazine, and a member of “Training’s New Guard” by the American Society of Training and Development for his roles as an e-learning analyst, consultant, and designer. He was the lead designer of SimuLearn’s Virtual Leader (Best Online Product of the Year, Training Media Review in Training & Development magazine, 2004) and author of Simulations and the Future of Learning. Aldrich has been a subject-matter expert on e-learning and simulations for almost every major news source, including The New York Times, Wall Street Journal, CBS, CNET, Business 2.0, CNN, and U.S. News and World Report. Previously, he was the research director that had created and was topic leader for Gartner’s e-learning coverage. He lives in Madison, Connecticut. |
| Dedication Acknowledgements Preface Introduction 1: The Challenge--A Conversation with Three Game Gurus Introduction 2: Technology and Simulations:Why Timing Matters SECTION ONE Building and Buying the Right Simulation in Corporations and Higher Education:Today 1. Four Traditional Simulation Genres 2. Controlling People with Branching Stories 3. Introduction to Systems Thinking: Interactive Spreadsheets as Simulations 4. Making the Boring Fun: Game-Based Models 5. Getting a Good Feel for Things: Virtual Products and Virtual Labs SECTION TWO:The Broader Opportunities of Simulations 6. A More Complete Perspective: Looking to the Broader World of Educational Simulations 7. Recognizing New Types of Scalable Content: Systems,Cyclical, and Linear 8. The Three Essential Elements to Successful Educational Experiences:Simulations, Games, and Pedagogy 9. Learning from Live Role Plays 10. Role Plays Redux: The Revolutionary Role of New Technologies 11. Using Simple, People-Based Game and Simulation Elements for Devastating Effectiveness 12. Learning from Flight Simulators 13. The Most Popular Simulations: Computer Games as Expectation Setters and Places to Start 14. Computer Games Redux: The Right Model? How Right? 15. The Mosquitoes of the Educational Simulations Ecosystem: Marketing Mini-Games SECTION THREE:Next Gen Sims 16. The Advent of Next Generation Simulations 17. What If We REALLY REALLY Simulated History? First Flight: The Wright Experience Flight Simulator 18. Virtual University and Understanding the Value of a Classroom 19. Military + Computer Game = Full-Spectrum Experiences SECTION FOUR:Managing the Simulation Process 20. When Are Simulations a Solution? 21. Researching a Simulation: A New Competency 22. Designing a Simulation: Keys to Success 23. Deploying an Educational Simulation: It's Not What You Think 24. Iterations: Because You Won't Get It Right the First Time 25. One Branching Story Business Model 26. The Business Impact of Next Generation Simulations 27. Conclusion: Scalable Skills (a.k.a. a Heapen' Helpin' o' Hype) SECTION FIVE:Appendices Appendix 1: Aligning the Right Instructional Solution for the Right Problem Appendix 2: e-Learning Architecture Considerations Today Appendix 3: Traditional Corporate Simulation Vendors Appendix 4: Advanced Techniques for Branching Stories Appendix 5: Advanced Techniques for Interactive Spreadsheets Appendix 6: Getting What You Want: The Black Art of Customizing the Four Traditional Simulation Genres Appendix 7: e-Learning and Computer Game Milestones Appendix 8" Full Interviews with Jane Boston, Warren Spector, and Will Wright Index About the Author Pfeiffer Publications Guide |
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