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The Complete Guide to Simulations and Serious Games. How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google

  • ID: 1209513
  • Book
  • October 2009
  • 576 Pages
  • John Wiley and Sons Ltd


Essential resources for training and HR professionals

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich′s The Complete Guide to Simulations and Serious Games. Witty, fast–paced, and non–linear—it′s Spock meets Alton Brown." —Lynne Kenney, Psy.D., The Family Coach

The Complete Guide to Simulations and Serious Games

How the Most Valuable Content Will Be Created in the Age Beyond Gutenberg to Google

Clark Aldrich

Author of Simulations and the Future of Learning and Learning by Doing

Praise for The Complete Guide to Simulations and Serious Games

"Yes, this is an encyclopedic overview of the simulations and serious gaming world, but it′s far more important than a ′how–to′ book. Aldrich is signaling the end of the age of Gutenberg. Aldrich takes direct aim at why the K–12 and higher education system are failing—myopically trapped in a nineeenth–century world of ′learning to know′ in a twenty–first century world that requires the judgment and skills of ′learning to do.′ Aldrich′s revolution transforms the way we learn."
—Jeff Sandefer, founder, the Acton School of Business

"Clark Aldrich provides his clear vision of how ′learning to do′ will liberate us from our industrial education legacy that has for too long been shaped by outdated, linear, passive instruction. I recommend this book without reservation for anyone interested in the future of learning."
—Don Williams, manager, global learning research, Microsoft Corporation

"This exhaustive guide to computer gaming and simulation points the way to a new, more powerful way of learning by doing. It is a must–read—a must–read and study—for those involved in education and journalism."
—Bill Kovach, former Washington bureau chief of the New York Times, and former editor of the

Atlanta Journal–Constitution

"Aldrich has done it again. He provides an intuitive framework for those interested in (and perhaps overwhelmed by) simulations, games, and virtual worlds. Before you′re halfway done with this book you′ll be looking with a new perspective and set of competencies for creating interactive experiences."
—Denis Saulnier, educational technology director, Harvard Business Publishing

"The Complete Guide sets the standard as the encyclopedia for serious games and simulations. In this comprehensive volume, Aldrich uses hundreds of examples for this new medium. If you want to stay at the forefront of education, this book is a must–have!"
—Jerry Bush, program manager, Learning@ Cisco

Note: Product cover images may vary from those shown
Foreword (Jeff Sandefer).

Preface: The Elements of Interactivity.

Introduction: Capturing the Wisdom That Has Fallen through the Cracks of Gutenberg and Google.

The Most Important Skills.

The Campfire and the Veld.

How to Use This Book.

The Babel Problem—“Serious Games” or “Educational Simulations”.

A New Science.

PART ONE Genres: Savior or Saboteur for Literacy 2.0?

1 Sims—The New Media of “Learning to Do” Not Just “Learning to Know”.

2 Immersive Learning Simulation: Because You Can’t Learn to Ride a Bicycle from a Book.

3 Computer Games.

4 Traditional Education.

PART TWO Simulation Elements—Actions and Results: Framing The Missing Essence Of Research And Analysis.

5 Basic Actions.

6 Middle Skills—Design Patterns for More Complicated Actions.

7 Desired Results.

PART THREE Simulation Elements of Systems: Connecting Actions and Results.

8 Maps: The Context for Life.

Systems That Act as Triggers.

9 Units: How CEOs, Presidents, and Hostile Aliens View Life on Earth.

10 Artificial Intelligence Player–Agent: More Patient Than Real People.

11 State–Based Systems and Models: A Shortcut to Simulations.

12 Pure Mathematical System: The Real Stuff.

13 Work Process.

14 Big Skills: The Most Important Twenty–First–Century Skills.

PART FOUR Building Interactive Environments.

15 Linear Content.

16 Game Elements: A Spoonful of Sugar If You Can Avoid Hypoglycemic Shock.

17 Pedagogical Elements: Learn Faster and Better.

18 Tasks and Levels.

19 Display.

20 Community.

21 Basic Inputs.

PART FIVE Formal Learning Program.

22 Learning Goals.

23 Program Goals.

24 Target Audiences and Corresponding Learning and Program Goals.

Target Audience

25 When to Use Sims—Meeting Both Learning and Program Goals.

26 Educational Simulation Creation and Milestones Part 1: An Overview of Key Steps.

27 Educational Simulation Creation and Milestones Part 2: Calibrating Skill Cones and Designing the Different Layers of Feedback.

28 The Necessary Student Experience of Frustration and Resolution.

29 Evaluation Strategies and the Analysis of Learning.

30 Conclusion: Banishing Today’s Classrooms, Curricula, Term Papers, Training Programs, Business Plans, and Linear Analysis to the Intellectual Slums and Backwaters to Which They So Richly Belong.

Appendix: Simulation Case Studies: Do Sims Work Better Than Traditional Instruction?

About the Author.


Note: Product cover images may vary from those shown
Clark Aldrich
Note: Product cover images may vary from those shown