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Short Sims: A Game Changer [Kõva köide]

  • Formaat: Hardback, 266 pages, kõrgus x laius: 229x152 mm, kaal: 740 g, 236 Illustrations, color
  • Ilmumisaeg: 12-Mar-2020
  • Kirjastus: CRC Press
  • ISBN-10: 036786066X
  • ISBN-13: 9780367860660
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  • Formaat: Hardback, 266 pages, kõrgus x laius: 229x152 mm, kaal: 740 g, 236 Illustrations, color
  • Ilmumisaeg: 12-Mar-2020
  • Kirjastus: CRC Press
  • ISBN-10: 036786066X
  • ISBN-13: 9780367860660

Short Sims: A Game Changer explores the design concepts, dialogue, and formatting of interactive simulations. Interactivity is the key to effective educational media in schools, corporations, the military, and government. However, challenges like ineffective linear content or expenses can derail the product. This book provides a proven methodology to guide anyone through the steps of quickly creating highly engaging and responsive content. The process combines decades of research and implementations with leading organizations (Bill & Melinda Gates Foundation, Harvard Business School Publishing, Visa, State Department) with new tools that have just emerged.

Key Features

  • This book provides numerous code examples to illustrate how to put the techniques into practice.
  • It includes expanded introductions to mathematics fundamental to computer graphics and game development.
    • Graphics and physics are covered in introductory overviews.
  •  

    Author Bio

    Clark Aldrich is an education technology thought leader—the author of six books and developer of patent and award-winning projects. He currently builds custom Short Sims for organizations using a revolutionary methodology he has pioneered, or helps them build their own, through www.shortsims.com. He is also the host of an audio series called Education X Media (www.edbymedia.com) about evolving pedagogy in academics, corporations, and the military. ? He has been called a "guru" by Fortune Magazine and a "maverick" by CNN. Aldrich and his work have been featured in hundreds of other sources, including CBS, ABC, The New York Times, USA Today, the Associated Press, Wall Street Journal, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Report. He has written monthly columns for Training Magazine and Online Learning Magazine. Previously, he was the founder and former director of research for Gartner’s e-learning coverage. Earlier in his career, he worked on special projects for Xerox' executive team. He also served for many years as the Governor's representative on the education task force Joint Committee on Educational Technology, volunteered on several non-profit organizations aimed at child advocacy, and has served on numerous boards. He earned from Brown University a degree in cognitive science (during which he also taught at a leading environmental education foundation). He grew up in Concord, Massachusetts, and is the ninth great-grandson of Governors John Winthrop and Thomas Dudley, first and second governors of the Massachusetts Bay Colony, and Captain Walter Neale, the first colonial governor of lower New Hampshire.

    Foreword xi
    Preface xiii
    Author xv
    1 The Short Sim: A Game Changer
    1(8)
    The Necessity of Interactivity
    1(2)
    The Barriers
    3(1)
    Until Now
    4(1)
    Yes, But What Are Short Sims?
    5(1)
    Short Sim Authoring Tools
    6(1)
    Quick Start Guide
    6(1)
    "Low-Hanging" Learning Objectives
    7(1)
    Going Beyond Early Examples
    7(1)
    For Whom Is This Book and What Does It Cover?
    8(1)
    2 Short Sim Example: Be a Hacker
    9(6)
    Overview
    9(1)
    A Walk-through (Spoiler Alert)
    10(1)
    Some Design Notes
    10(1)
    A Single Story "Beat" Connects Beginning and End
    10(1)
    The Core Mechanic
    10(1)
    Restrained Design
    11(2)
    Non-Directive Learning
    13(1)
    Replayability
    13(1)
    Play a Few More Short Sims
    13(1)
    The Outlines of a New Design Philosophy
    13(2)
    3 Seven Short Sim Design Principles
    15(6)
    Build Competence and Conviction through Player Actions
    15(1)
    Quick and Easy to Engage and Replayable
    16(1)
    Quick to Build, Easy to Update
    16(1)
    Rigorous Underlying Model
    16(1)
    Coexist with Other Educational Content
    16(1)
    Collaborative not Directive Leadership: Think Sim as Assistant
    16(1)
    Simple Mechanics and Open-Ended Creativity
    17(1)
    Short Sims are Perfect for
    17(2)
    Corporate Training Groups
    17(1)
    Traditional Media Producers
    17(1)
    Training Content Producers
    17(1)
    Schools
    18(1)
    Assessment
    18(1)
    Companies Seeking Cultural Influence
    18(1)
    Breaking with Academia's Dark Ages
    19(2)
    4 Planning Assumptions and Expectations
    21(4)
    Estimating Time to Creation
    21(1)
    Time Sucks
    22(1)
    Short Sim Roles and a Sample Designer Schedule for Outsourcers
    22(2)
    Example of Ranges in Time Frames
    23(1)
    Other Planning Best Practices
    24(1)
    Sometimes, a Leap
    24(1)
    5 Identify the Audience and Broad Topic Parameters
    25(4)
    A Broader Audience
    25(2)
    The Tolerance for Ambiguity
    26(1)
    Use beyond the Original Goal
    26(1)
    Narrow the Topic
    27(1)
    Competence and Conviction
    27(2)
    6 Research, Including Subject Matter Expert Interviews
    29(4)
    Do Outside Research
    29(1)
    Interview the Subject Matter Experts
    30(1)
    On Experts' Use of Visual Metaphors
    31(2)
    7 Blocking Out a Simple Short Sim →
    33(28)
    A Review of Basic Sim Authoring
    34(1)
    First, Create Notes
    34(2)
    Storyboarding
    36(6)
    Levels
    36(2)
    Calibrating the Flow
    38(4)
    Refine and Add Interactivity
    42(15)
    (At Some Point) Create an Introduction
    57(1)
    Wrap Up
    58(3)
    8 Getting Feedback
    61(8)
    Feedback during the Initial Design
    62(4)
    Set Up Temporary Links
    62(1)
    The Best Tool: In-Sim Commenting Tools
    62(2)
    A Marked Up Word Document
    64(2)
    Directions for Commenters
    66(1)
    Play through with the Clients
    66(1)
    During the Pilot Stage
    66(1)
    For Play testers during the Pilot Stage
    66(1)
    For SMEs and Sponsors of Complex Sims during the Pilot Stage
    67(1)
    Feedback after Launch
    67(1)
    Embracing Mistakes
    67(2)
    9 Types of Short Sims
    69(4)
    Inculcate a New Way of Thinking
    69(1)
    Teach Predictable Processes
    69(1)
    Present Labs
    70(1)
    Show Complex Processes
    70(1)
    Allow Exploration of Interesting Systems
    70(1)
    Present Complex Role Plays
    71(2)
    10 Coaches, Settings, and the Value of Efficiency
    73(8)
    Often, a Coach
    73(2)
    Creating Situations and Characters
    75(2)
    Consider Bare Stories
    76(1)
    Also Keep All Names Descriptive and Back-Stories Lean
    77(1)
    Consider Strong Characters
    77(1)
    A Commitment to Efficiency
    77(3)
    Minimize the Creation of Customized Media
    78(1)
    Use Alternative Text Characters (Judiciously) to Add Emphasis
    78(1)
    Use as Few Words as Possible
    79(1)
    Efficient Structures
    80(1)
    Useful Across All Types
    80(1)
    11 Examples of Inculcating New Ways of Thinking
    81(6)
    Creating a New Starting Point
    81(4)
    Storyboard (Spoilers)
    82(3)
    Techniques of Note
    85(1)
    Example: Combining New Way of Thinking and Predictable Process
    85(2)
    12 On Levels
    87(22)
    The Zen of Level 1
    88(1)
    Using Bottlenecks (i.e., What Happens in Level 3, Stays in Level 3)
    88(1)
    Create a Few Traps
    89(1)
    A Learning Curve
    89(11)
    Make Sure Players Know, When They Failed, Why. Exactly
    100(4)
    Decisions Should Have Stakes
    103(1)
    Be Cautious When Presenting "Wrong Answers" Not to Reinforce a Mistake
    104(1)
    Balancing Lecture and Lab: On the Philosophy of Right Seat and Left Seat
    105(1)
    Be Player-Centric
    106(3)
    Keep the Player Active by Breaking Up Long Passages
    106(1)
    Don't Break the Player's Flow
    106(3)
    13 Case Study: Creating a Short Sim Lab on Demand Curves
    109(16)
    Introduction
    109(1)
    Understand the Topic and the Objectives for the Short Sim
    110(1)
    Create a Visual and Intuitive Microcosm
    110(2)
    A Few Actions and a Simple Interface
    111(1)
    Level One: The Introduction to the Lab
    112(5)
    Introduce Interactivity
    112(4)
    Consistency
    116(1)
    Level Two: The Core Lab
    117(7)
    On Tone and an Ideal Way to Learn
    121(2)
    On Using PowerPoint and Borrowing from Comic Strips
    123(1)
    Conclusion
    124(1)
    14 Short Sim Example: Carpool (And Techniques to Align Behaviors in a Sim to Real-World Behaviors)
    125(8)
    Overview
    125(1)
    The Challenges and the Needs to Line Up with the Real World
    125(8)
    Big Decisions Hidden among Small Decisions
    126(3)
    Unforced Decisions
    129(1)
    Consider Visual Decision-Making to Obscure the Right Answer
    129(1)
    Interrupting Short-Term Success
    129(1)
    Consider Generic Descriptions to Obscure the Right Answer
    130(1)
    Being Influenced by Others
    130(1)
    Never Force the Player to Be Immoral or to Make a Mistake They Would Not Make in the Productive World
    131(1)
    On Conviction Building
    131(2)
    15 Introduction to Advanced Universal Techniques
    133(10)
    Storyboarding and the Language of Cinema
    134(2)
    Levels That Can Be Accessed in Any Order
    136(1)
    Easter Eggs
    137(6)
    16 Example: Learning Curves with Complex Topics
    143(2)
    17 Role-Plays, from Simple to Complex
    145(8)
    To this One-On-One Framework, We Can Easily Make Additions
    146(1)
    With Multiple Characters
    146(1)
    Pushing Further: A Case Study
    147(6)
    Define Success and Failure
    147(1)
    Story Beats
    147(1)
    The Theory of the Case
    148(4)
    Rigorous Design
    152(1)
    18 Example: Openish-Ended Labs Around Supply and Demand
    153(6)
    A Wide Range
    158(1)
    19 Examples of Sandboxes and Other Exploration of Interesting Systems
    159(10)
    Example One: Two-Sided Markets
    160(4)
    Example Two: The Distribution Sim
    164(1)
    Example Three: The Four P's of Marketing
    164(2)
    Background History: My Personal Journey to Short Sims
    166(2)
    On Rigor
    168(1)
    20 Endings
    169(4)
    What Happens Next
    169(1)
    Explicit Lessons Learned
    170(1)
    Scores and Stars
    170(1)
    And a Chance to Try Aga
    171(1)
    Not all Failures Should Require Restarting the Entire Sim
    172(1)
    A Good Taste
    172(1)
    21 Assessments and Measuring Learning and Engagement
    173(14)
    Assessment Short Sims
    173(1)
    How Assessment Short Sims Are Similar to Educational Short Sims
    174(1)
    Learning/Assessment Objectives
    174(1)
    Research
    174(1)
    Situation
    174(1)
    Stories and Levels
    174(1)
    Decisions
    175(1)
    How Assessment Short Sims Are Different than Educational Short Sims
    175(4)
    Planning Questions
    175(1)
    Scoring Mechanism
    175(1)
    Lack of Feedback/Lack of Ability of Start Over or Replay Segment
    176(1)
    Rolling with Punches
    176(3)
    The Introduction
    179(1)
    Assessments Are a Perfect Use of Short Sims
    179(1)
    Measuring Learning and Learner Engagement
    180(3)
    Learners' Performance
    180(1)
    Measuring Moments of Truth
    180(1)
    Measuring Habits
    180(1)
    Factor in Confidence and Conviction Levels
    181(1)
    Factor in Demographic Information
    181(1)
    Factor in Real-World Data
    182(1)
    Engagement
    182(1)
    Other Uses of Tracking beyond Traditional Assessment
    183(2)
    TADA (Teaching and Data Acquisition)
    183(1)
    Culture Dashboard
    184(1)
    Uncovering Biases
    184(1)
    Retries as a Surrogate Metric for Fun
    184(1)
    And More
    185(1)
    Organization that Care about Metrics Will Prefer Short Sims
    185(2)
    22 Case Study: Creating a Simple Business Simulator
    187(6)
    Introduction
    187(5)
    A Growing Restaurant Chain, with a Technology Tree
    188(1)
    Attribute Level Names
    189(3)
    Conclusion
    192(1)
    23 Conclusion
    193(2)
    Appendix 1 Text Style Guide 195(10)
    Appendix 2 Examples of Learning Goals and Program Goals 205(4)
    Appendix 3 Broad List of Possible Subject Matter Expert Questions 209(4)
    Appendix 4 Be a Hacker Walk-Through 213(10)
    Appendix 5 Short Walk-Through of Visual Problem Identification 223(4)
    Appendix 6 Simple Business Simulator Walk-Through 227(12)
    Glossary 239(6)
    Index 245
    Clark Aldrich solves some of education's biggest problems, working with corporations, universities, foundations, the US military, non-profits, government organizations, and VCs.



    Most recently, Aldrich has re-invented educational contentwith an interactive model called Short Sims, which is more effective and more engaging for the learners and faster to create and less expensive for the producers. Short Sims renders traditional approaches alone obsolete.



    Prior to that, Aldrich introduced and popularized games and simulations for online learning, and thenpublished Unschooling Rules, his fifth book, which redefinedthe culture of learning, has been cited by President Obama, and adopted by leading schools everywhere.



    Earlier still, Clark Aldrich founded Gartner's thought-leading eLearningcoverage which defined the emergingindustry.



    Aldrich has been called a 'guru' by Fortune Magazine and a 'maverick' by CNN. Aldrich and his work have been featured in hundreds of sources, including CBS, ABC, The New York Times, USA Today, AP, Wall Street Journal, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Report. He has written six books based on his first hand experiences, has a degree from Brown University in Cognitive Science, taught at a leading environment education foundation, has given numerous keynotes, and his patent and award winning programs have earned millions.



    He grew up in Concord and Weston, Massachusetts, and is the ninth great-grandson of Governors John Winthrop and Thomas Dudley, first and second governors of the Massachusetts Bay Colony.