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Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences

Book 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

  1. Copyright
  2. Dedication
  3. ACKNOWLEDGMENTS
  4. PREFACE
  5. INTRODUCTION 1: THE CHALLENGE—A CONVERSATION WITH THREE GAME GURUS
  6. INTRODUCTION 2: TECHNOLOGY AND SIMULATIONS: WHY TIMING MATTERS
  7. BUILDING AND BUYING THE RIGHT SIMULATION IN CORPORATIONS AND HIGHER EDUCATION TODAY
    1. FOUR TRADITIONAL SIMULATION GENRES
      1. THE FOUR TRADITIONAL SIMULATION GENRES
      2. THE RIGHT ONE
      3. COMING UP NEXT
    2. CONTROLLING PEOPLE WITH BRANCHING STORIES
      1. Branching Story Example
      2. MODELS
      3. APPLICATIONS
      4. A FINAL THOUGHT
      5. COMING UP NEXT
    3. INTRODUCTION TO SYSTEMS THINKING: Interactive Spreadsheets as Simulations
      1. DEEPER INTERACTIVE SPREADSHEETS
      2. APPLICATIONS
      3. A FINAL THOUGHT
      4. COMING UP NEXT
    4. MAKING THE BORING FUN: Game-Based Models
      1. GAMES AND SIMULATIONS
      2. GAME TEMPLATES
      3. SIMPLE PROGRESSION
      4. APPLICATIONS
      5. A REVIEW
      6. COMING UP NEXT
    5. GETTING A GOOD FEEL FOR THINGS: Virtual Products and Virtual Labs
      1. VIRTUAL PRODUCTS
      2. VIRTUAL LABS
      3. APPLICATIONS
      4. AS A SMALLER PIECE OF A LARGER WHOLE
      5. COMING UP NEXT
  8. THE BROADER OPPORTUNITIES OF SIMULATIONS
    1. A MORE COMPLETE PERSPECTIVE: Looking to the Broader World of Educational Simulations
      1. A MORE COMPLETE MAP
      2. EDUCATIONAL SIMULATIONS AND TANGENTIAL AREAS
      3. ALL ARE IMPORTANT
      4. COMING UP NEXT
    2. RECOGNIZING NEW TYPES OF SCALABLE CONTENT: Systems, Cyclical, and Linear
      1. SYSTEMS-BASED CONTENT
      2. CYCLICAL-BASED CONTENT
      3. LINEAR CONTENT
      4. THE CONVERGENCE
      5. SOME VENDOR FUN
      6. COMING UP NEXT
    3. THE THREE ESSENTIAL ELEMENTS TO SUCCESSFUL EDUCATIONAL EXPERIENCES: Simulations, Games, and Pedagogy
      1. GAMES AND SIMULATIONS
      2. SIMULATION ELEMENTS
      3. GAME ELEMENTS
      4. PEDAGOGICAL ELEMENTS
      5. UNIVERSAL TRUTHS
      6. THE INTERSECTION OF GAME AND PEDAGOGY
      7. A 1950s SITCOM
      8. COMING UP NEXT
    4. LEARNING FROM LIVE ROLE PLAYS
      1. SALES APPLICATIONS OF SIMPLE ROLE PLAYS
      2. EXTENDED, MULTI-DAY ROLE PLAYS
      3. ROLE PLAYS AS INPUTS, NOT OUTPUTS
      4. CONCLUSION
      5. COMING UP NEXT
    5. ROLE PLAYS REDUX: The Revolutionary Role of New Technologies
      1. SIMPLE ROLE PLAYS EXTENDED THROUGH VIRTUAL CLASSROOMS
      2. MULTI-PLAYER EXTENDED ROLE PLAYS
      3. EXPLORING A VIRTUAL EXPERIENCE SPACE
      4. COMING UP NEXT
    6. USING SIMPLE, PEOPLE-BASED GAME AND SIMULATION ELEMENTS FOR DEVASTATING EFFECTIVENESS
      1. PACKAGED BRAINPOWER
      2. "LET THE INMATES RUN THE ASYLUM"
      3. UNIVERSAL TRUTHS
      4. RORSCRATIC?
      5. COMING UP NEXT
    7. LEARNING FROM FLIGHT SIMULATORS
      1. TWO QUESTIONS ABOUT FLIGHT SIMULATORS
      2. THE ULTIMATE?
      3. THE RIGHT MODEL BEYOND PILOTS?
      4. CONCLUSION
      5. COMING UP NEXT
    8. THE MOST POPULAR SIMULATIONS: Computer Games as Expectation Setters and Places to Start
      1. WHAT WE LEARN FROM COMPUTER GAMES
      2. SIMULATION, GAMES, AND PEDAGOGY
      3. TOPICS
      4. SMALL GAMES
      5. COMING UP NEXT
    9. COMPUTER GAMES REDUX: The Right Model? How Right?
      1. CHEAP
      2. FUN
      3. DYNAMIC
      4. GENRE-DRIVEN, COMFORTABLE, LIGHTWEIGHT PEDAGOGICAL ELEMENTS
      5. COTS/INSTALLED TO BE RUN
      6. HIT-DRIVEN, CONSUMER-FOCUSED, RETAIL-FOCUSED
      7. COUNTERCULTURAL?
      8. GAME COMPONENTS
      9. COMING UP NEXT
    10. THE MOSQUITOES OF THE EDUCATIONAL SIMULATIONS ECOSYSTEM: Marketing Mini-Games
      1. There are Technical Issues . . .
      2. WHEN POLITICS ARE INVOLVED
      3. THE NEW GAMES?
      4. THE RIGHT MODEL?
      5. COMING UP NEXT
  9. NEXT GEN SIMS
    1. THE ADVENT OF NEXT GENERATION SIMULATIONS
      1. A FULL PRODUCTION
      2. MORE PARALLELS TO COMPUTER GAMES
      3. THE BEGINNING OF THE ROAD
      4. COMING UP NEXT
    2. WHAT IF WE REALLY REALLY SIMULATED HISTORY?: First Flight—The Wright Experience Flight Simulator
      1. CULTURAL LITERACY AS SIMULATION
      2. MULTIPLE COMPETENCIES
      3. MEASURING THE REAL LEARNING
      4. THE SIMULATOR EXPERIENCE
      5. THE CHALLENGE OF HISTORY-BASED SIMULATIONS
      6. COMING UP NEXT
    3. VIRTUAL UNIVERSITY AND UNDERSTANDING THE VALUE OF A CLASSROOM
      1. VIRTUAL UNIVERSITY
      2. TRACKED RELATIONSHIPS
      3. SIMULATION ELEMENTS (AWWWHH, THAT'S THE END OF THE SKIMMING)
      4. DATA
      5. AUDIENCES
      6. VERSION 2.0
      7. CLOSING THOUGHTS
      8. COMING UP NEXT
    4. MILITARY + COMPUTER GAME = FULL-SPECTRUM EXPERIENCES
      1. BACKGROUND
      2. A CHANGE IN TECHNOLOGY, AND THEREFORE APPROACH
      3. A CHANGE IN THE WORLD, AND THEREFORE CONTENT
      4. FULL SPECTRUM WARRIOR
      5. FULL SPECTRUM COMMAND™
      6. CONCLUSION
      7. COMING UP NEXT
  10. MANAGING THE SIMULATION PROCESS
    1. WHEN ARE SIMULATIONS A SOLUTION?
      1. THE LOWEST HANGING AND RATHER TASTY FRUIT
      2. THE NOT SO LOW HANGING BUT REALLY TASTY FRUIT
      3. APPROPRIATE RESOURCES
      4. TECHNOLOGY INFRASTRUCTURE OF TARGET AUDIENCE
      5. COMING UP NEXT
    2. RESEARCHING A SIMULATION: A New Competency
      1. RESEARCHING SYSTEMS
      2. RESEARCHING LINEAR
      3. RESEARCHING CYCLICAL
      4. FINALIZING THE GENRE
      5. COMING UP NEXT
    3. DESIGNING A SIMULATION: Keys to Success
      1. THE CONCEPTUALIZATION
      2. THE DESIGN DOCUMENT
      3. THE EXECUTION
      4. COMING UP NEXT
    4. DEPLOYING AN EDUCATIONAL SIMULATION: It's Not What You Think
      1. SLATE ONE: BACKGROUND (THE LOCKER ROOM)
      2. SLATE TWO: INTRODUCTION (THE SHALLOW END OF THE POOL)
      3. SLATE THREE: ENGAGEMENT (THE DEEP END OF THE POOL)
      4. CONCLUSION
      5. COMING UP NEXT
    5. ITERATIONS: Because You Won't Get It Right the First Time
      1. PEDAGOGICAL ELEMENTS
      2. GAME ELEMENTS
      3. SIMULATION ELEMENTS
      4. NOT GETTING IT
      5. COMING UP NEXT
    6. ONE BRANCHING STORY BUSINESS MODEL
      1. RESEARCH
      2. ROLLOUT
      3. TRAIN THE TRAINERS
      4. TRAINERS AS TECHNOLOGY CUSTOMERS
      5. COMING UP NEXT
    7. THE BUSINESS IMPACT OF NEXT GENERATION SIMULATIONS
      1. THE NEED FOR INFLUENTIAL LEADERS
      2. PROCESS
      3. AREAS COVERED BY GEMA™-LEAD360
      4. RESULTS THAT ENDURED
      5. PEERS, SUPERVISORS, SUBORDINATES, SELVES
      6. COMING UP NEXT
    8. CONCLUSION: Scalable Skills (a.k.a. a Heapen' Helpin' o' Hype)
      1. THE DEFINITION OF EDUCATIONAL SIMULATIONS
      2. TEACHING IN NEW WAYS
      3. TEACHING NEW THINGS
      4. TEACHING A LOT OF THINGS AT ONCE
      5. BREAKING DOWN THE BARRIERS
  11. APPENDICES
    1. ALIGNING THE RIGHT INSTRUCTIONAL SOLUTION FOR THE RIGHT PROBLEM
      1. Sources of Training Initiatives (from Tactical to Strategic) (and a Good Place to Skim)
      2. ACCORD (SKIM TIME IS OVER)
    2. E-LEARNING ARCHITECTURE CONSIDERATIONS TODAY
      1. CONTENT
      2. MANAGEMENT ISSUES
      3. LEARNER EXPERIENCE
      4. THE CRITICAL ROLE OF CONTENT
    3. TRADITIONAL CORPORATE SIMULATION VENDORS
    4. ADVANCED TECHNIQUES FOR BRANCHING STORIES
      1. Branching Stories to Generate Scores
    5. ADVANCED TECHNIQUES FOR INTERACTIVE SPREADSHEETS
      1. Richer Diagnostics
      2. VARIATIONS
    6. GETTING WHAT YOU WANT: The Black Art of Customizing the Four Traditional Simulation Genres
      1. TOOLKITS AND REUSABLE LEARNING OBJECTS
      2. ADVANCED TECHNIQUES
    7. E-LEARNING AND COMPUTER GAME MILESTONES
    8. FULL INTERVIEWS WITH JANE BOSTON, WARREN SPECTOR, AND WILL WRIGHT
  12. ABOUT THE AUTHOR
  13. Pfeiffer Publications Guide