
| 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. |
商品评论(0条)