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

Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in E-Learning and Other Educational Experiences (Hardcover)

(A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences)

Clark Aldrich (지은이)
  |  
Pfeiffer & Co
2005-04-01
  |  
150,750원

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

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· 제목 : Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in E-Learning and Other Educational Experiences (Hardcover) (A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences)
· 분류 : 외국도서 > 경제경영 > 훈련
· ISBN : 9780787977351
· 쪽수 : 400쪽

목차

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.

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