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(Ebook) The complete guide to simulations and serious games 1st Edition by Clark Aldrich ISBN 9780470462737 0470462736

  • SKU: EBN-51429184
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Instant download (eBook) The complete guide to simulations and serious games : how the most valuable content will be created in the age beyond Gutenberg to Google after payment.
Authors:Clark Aldrich
Year:2009
Editon:1
Publisher:Pfeiffer
Language:english
File Size:30.07 MB
Format:pdf
ISBNS:9780470462737, 0470462736
Categories: Ebooks

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(Ebook) The complete guide to simulations and serious games 1st Edition by Clark Aldrich ISBN 9780470462737 0470462736

(Ebook) The complete guide to simulations and serious games 1st Edition by Clark Aldrich - Ebook PDF Instant Download/Delivery: 9780470462737 ,0470462736
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Product details:

ISBN 10: 0470462736
ISBN 13: 9780470462737
Author: Clark Aldrich

"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 This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs

(Ebook) The complete guide to simulations and serious games 1st Edition Table of contents:

Part I: What Are Games, Simulations, and Virtual Worlds, and Why Should I Care?

  1. Understanding Highly Interactive Virtual Environments

  2. Embracing Interactivity

  3. Sims: A New Model of Content

Part II: Simulation Elements—Actions and Results

  1. Basic Actions

  2. Middle Skills—Design Patterns for More Complicated Actions

  3. Desired Results

Part III: Simulation Elements of Systems—Connecting Actions and Results

  1. Maps: The Context for Life

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

  3. Artificial Intelligence Player-Agent: More Patient Than Real People

  4. State-Based Systems and Models: A Shortcut to Simulations

  5. Pure Mathematical System: The Real Stuff

  6. Work Process

  7. Big Skills: The Most Important Twenty-First-Century Skills

Part IV: Building Interactive Environments

  1. Linear Content

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

  3. Pedagogical Elements: Learn Faster and Better

  4. Tasks and Levels

  5. Display

  6. Community

  7. Basic Inputs

Part V: Formal Learning Program

  1. Learning Goals

  2. Program Goals

  3. Curriculum Goals

  4. Designing a Program

  5. Implementation

  6. Evaluation

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