Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
暫譯: 實作學習:電子學習及其他教育經驗中的模擬、電腦遊戲與教學法綜合指南
Clark Aldrich
- 出版商: Wiley
- 出版日期: 2005-04-01
- 售價: $3,180
- 貴賓價: 9.5 折 $3,021
- 語言: 英文
- 頁數: 400
- 裝訂: Hardcover
- ISBN: 0787977357
- ISBN-13: 9780787977351
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商品描述
Description:
Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”
Table of Contents:
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.
商品描述(中文翻譯)
描述:
《透過實作學習》專為學習專業人士設計,並結合了遊戲創作者和教學設計師的觀點,解釋如何選擇、研究、建構、銷售、部署和衡量適合特定情境的教育模擬。它涵蓋了使用基本或無技術的簡單方法,並通過電腦遊戲和飛行模擬器等規模的專案進行探討。這本書的內容以幽默、精確、互動和大量圖片的方式進行,讓讀者易於理解。許多人也會發現這是改善自己與客戶、員工、贊助商和同事之間溝通的有用工具。正如戴爾電腦前首席學習官約翰·康恩所建議的:“任何想在我們的專業中領導或成功的人,都應該閱讀這本書。”
目錄:
獻辭。
致謝。
前言。
引言 1:挑戰——與三位遊戲專家的對話。
引言 2:技術與模擬:為什麼時機很重要。
第一部分:當今企業和高等教育中建構和購買正確模擬。
1. 四種傳統模擬類型。
2. 用分支故事控制人員。
3. 系統思維簡介:互動電子表格作為模擬。
4. 讓無聊變得有趣:基於遊戲的模型。
5. 獲得良好的感覺:虛擬產品和虛擬實驗室。
第二部分:模擬的更廣泛機會。
6. 更全面的視角:探索教育模擬的更廣泛世界。
7. 認識新類型的可擴展內容:系統性、循環性和線性。
8. 成功教育體驗的三個基本要素:模擬、遊戲和教學法。
9. 從現場角色扮演中學習。
10. 角色扮演重啟:新技術的革命性角色。
11. 使用簡單的以人為本的遊戲和模擬元素以達到驚人的效果。
12. 從飛行模擬器中學習。
13. 最受歡迎的模擬:電腦遊戲作為期望設定者和起點。
14. 電腦遊戲重啟:正確的模型?多正確?
15. 教育模擬生態系統中的蚊子:市場迷你遊戲。
第三部分:下一代模擬。
16. 下一代模擬的來臨。
17. 如果我們真的模擬歷史會怎樣?《第一次飛行:萊特兄弟體驗飛行模擬器》。
18. 虛擬大學與理解教室的價值。
19. 軍事 + 電腦遊戲 = 全方位體驗。
第四部分:管理模擬過程。
20. 什麼時候模擬是一種解決方案?
21. 研究模擬:一項新能力。
22. 設計模擬:成功的關鍵。
23. 部署教育模擬:這不是你想的那樣。
24. 迭代:因為你不會第一次就做對。
25. 一個分支故事商業模型。
26. 下一代模擬的商業影響。
27. 結論:可擴展的技能(即一堆炒作的幫助)。
第五部分:附錄。
附錄 1:為正確問題對齊正確的教學解決方案。
附錄 2:當今電子學習架構考量。
附錄 3:傳統企業模擬供應商。
附錄 4:分支故事的進階技術。
附錄 5:互動電子表格的進階技術。
附錄 6:獲得你想要的:自訂四種傳統模擬類型的黑暗藝術。
附錄 7:電子學習和電腦遊戲的里程碑。
附錄 8:與簡·波士頓、沃倫·斯佩克特和威爾·賴特的完整訪談。
索引。
關於作者。
Pfeiffer出版指南。