Description |
1 online resource (xxxiv, 533 pages) : illustrations |
Series |
Pfeiffer essential resources for training and HR professionals |
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Pfeiffer essential resources for training and HR professionals.
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Contents |
The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google; CONTENTS; FOREWORD; PREFACE: THE ELEMENTS OF INTERACTIVITY; INTRODUCTION; Part I: GENRES: Savior or Saboteur for Literacy 2.0?; Part II: SIMULATION ELEMENTS -- ACTIONS AND RESULTS: Framing the Missing Essence of Research and Analysis; Part III: SIMULATION ELEMENTS OF SYSTEMS; Part IV: BUILDING INTERACTIVE ENVIRONMENTS; Part V: FORMAL LEARNING PROGRAM; Appendix: SIMULATION CASE STUDIES: Do Sims Work Better Than Traditional Instruction?; INDEX; ABOUT THE AUTHOR |
Summary |
"This practical book 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"--Provided by publisher |
Bibliography |
Includes bibliographical references and index |
Notes |
English |
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Print version record |
Subject |
Simulated environment (Teaching method)
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Video games.
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EDUCATION -- Experimental Methods.
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Electronic games
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Simulated environment (Teaching method)
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Form |
Electronic book
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LC no. |
2009025589 |
ISBN |
0470506725 |
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9780470506721 |
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0470506741 |
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9780470506745 |
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1282302086 |
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9781282302082 |
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9786612302084 |
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6612302089 |
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