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