Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction / Edition 1

Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction / Edition 1

by Clark Aldrich
ISBN-10:
0470438347
ISBN-13:
2900470438342
Pub. Date:
09/22/2009
Publisher:
Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction / Edition 1

Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction / Edition 1

by Clark Aldrich
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Overview

The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, Simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources.


Product Details

ISBN-13: 2900470438342
Publication date: 09/22/2009
Edition description: New Edition
Pages: 144
Product dimensions: 6.00(w) x 1.25(h) x 9.00(d)

About the Author

The Author

Clark Aldrich, a popular conference speaker, columnist, and analyst, is the designer and implementer of educational simulations including SimuLearn's vLeader 2007, a virtual leadership e-learning platform. He is the author of two award-winning books, Simulations and the Future of Learning and Learning by Doing, as well as The Complete Guide to Simulations and Serious Games, all from Pfeiffer.

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Table of Contents

Preface vii

The Author x

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

1 Understanding Highly Interactive Virtual Environments 3

Do Highly Interactive Virtual Environments Work Better? 4

The "Why" 5

Clarifying What We Mean by Highly Interactive Virtual Environments 6

2 Embracing Interactivity 15

Interactivity Levels 0 through 6 16

Interactivity Levels and Leadership Models 19

3 Sims: A New Model of Content 21

Simulation Elements 22

Game Elements 23

Pedagogical Elements 25

Tasks and Levels 27

Genres of Stand-Alone Sims 29

Four Concluding Thoughts 37

4 Highly Interactive Content from the Students' and the Instructor's Perspective 39

Different Culture, Different Rules 39

Learning to Love Frustration and Anticipate Resolution 40

When the Most Valuable Thing for a Coach to Do Is Nothing 42

part II Choosing and Using a Highly Interactive Virtual Environment

5 Identifying the Right Approach for the Right Need 47

Why Use Distance Learning Programs at All? 48

When to Use Highly Interactive Content 49

Costs Associated with HIVEs 53

6 Doing the Prep Work 55

Connect with Other Interested Professionals 55

Access the Content 55

Infrastructure Selection Criteria 63

Content Selection Criteria 66

Self-Paced/Single Player, Asynchronous, or Synchronous 69

Trust 71

Might Virtual Worlds Be the Universal Interface to (Other) Sims? 71

7 Integrating and Piloting 75

Technical Support for Students 75

Chunking Content 76

Piloting 81

Conclusion: The Need for Front Loading 83

8 A Brief Example of a Simulation Deployment 85

Peter Shea's Sim for Writing 85

Online versus Face to Face87

Students as Real-Time Evaluators of Sims? 88

9 The Processes of Using a HIVE and the Role of Coaching 89

The Setup 89

On Ramp: From Real Life to Simulation 92

Teaching the Interface 93

First Public Simulation Play 93

Putting Together Groups for Multiplayer or Team-Based Sims 95

Coaching during the Student Use 97

After Action Reviews 99

Off Ramp: From Simulation Back to Real Life 101

Into the Breach 102

10 Creating Evaluation Strategies 103

Why Not Measure Experience with a Multiple-Choice Test? 103

Assessment Strategies 105

Assessment Techniques for Grading Student Performance 107

Conclusion 111

Part III Other Considerations

7 Selling Interactive Environments Internally-Getting Buy In from Administrators, Department Heads, Colleagues, Parents, and even Students 115

Building Support for HIVEs 116

What Does Success Look Like for You? 120

Epilogue: The New Attraction of Distance Learning 121

References 123

Index 125

What People are Saying About This

From the Publisher

“What I like most is that Aldrich does not oversimplify. Using (online) games etc. for learning is not easy, but can be very rewarding. This new book is highly recommended for anyone who wants to give it a go. It is a very helpful and practical guide for teachers and instructors.”
Igor Mayer, associate professor in Public Administration/Gaming-Simulation,

Delft University of Technology, the Netherlands “Clark Aldrich is to simulations what Elvis Presley is to rock and roll, and this book is his ‘Hound Dog.’”
Daniel M. Siegel, Course Director for Game Strategies and Motivation, Full Sail University

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