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

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.