Bild 1 von 1

Galerie
Bild 1 von 1

Der komplette Leitfaden für Simulationen und Serious Games: Wie die wertvollsten: Gebraucht-
US $21,43
Ca.EUR 18,31
Artikelzustand:
Gut
Buch, das gelesen wurde, sich aber in einem guten Zustand befindet. Der Einband weist nur sehr geringfügige Beschädigungen auf, wie z.B. kleinere Schrammen, er hat aber weder Löcher, noch ist er eingerissen. Bei gebundenen Büchern ist der Schutzumschlag möglicherweise nicht mehr vorhanden. Die Bindung weist geringfügige Gebrauchsspuren auf. Die Mehrzahl der Seiten ist unbeschädigt, das heißt, es gibt kaum Knitter oder Einrisse, es wurden nur in geringem Maße Bleistiftunterstreichungen im Text vorgenommen, es gibt keine Textmarkierungen und die Randbereiche sind nicht beschrieben. Alle Seiten sind vollständig vorhanden. Genauere Einzelheiten sowie eine Beschreibung eventueller Mängel entnehmen Sie bitte dem Angebot des Verkäufers.
Oops! Looks like we're having trouble connecting to our server.
Refresh your browser window to try again.
Versand:
Kostenlos Standard Shipping.
Standort: Sparks, Nevada, USA
Lieferung:
Lieferung zwischen Do, 21. Aug und Di, 26. Aug nach 94104 bei heutigem Zahlungseingang
Rücknahme:
30 Tage Rückgabe. Käufer zahlt Rückversand. Wenn Sie ein eBay-Versandetikett verwenden, werden die Kosten dafür von Ihrer Rückerstattung abgezogen.
Zahlungen:
Sicher einkaufen
- Gratis Rückversand im Inland
- Punkte für jeden Kauf und Verkauf
- Exklusive Plus-Deals
Der Verkäufer ist für dieses Angebot verantwortlich.
eBay-Artikelnr.:365326352562
Artikelmerkmale
- Artikelzustand
- Book Title
- The Complete Guide to Simulations and Serious Games: How the Most
- Publication Date
- 2009-10-01
- Pages
- 533
- ISBN
- 9780470462737
Über dieses Produkt
Product Identifiers
Publisher
Wiley & Sons, Incorporated, John
ISBN-10
0470462736
ISBN-13
9780470462737
eBay Product ID (ePID)
71774172
Product Key Features
Number of Pages
576 Pages
Publication Name
Complete Guide to Simulations and Serious Games : How the Most Valuable Content Will Be Created in the Age Beyond Gutenberg to Google
Language
English
Subject
Programming Languages / General, Programming / Games, Human Resources & Personnel Management
Publication Year
2009
Type
Textbook
Subject Area
Computers, Business & Economics
Format
Hardcover
Dimensions
Item Height
1.4 in
Item Weight
38.5 Oz
Item Length
9.3 in
Item Width
7.1 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2009-025589
Dewey Edition
22
TitleLeading
The
Illustrated
Yes
Dewey Decimal
371.39/7
Table Of Content
Foreword (Jeff Sandefer). Preface: The Elements of Interactivity. Introduction: Capturing the Wisdom That Has Fallen through the Cracks of Gutenberg and Google. The Most Important Skills. The Campfire and the Veld. How to Use This Book. The Babel Problem--"Serious Games" or "Educational Simulations". A New Science. PART ONE Genres: Savior or Saboteur for Literacy 2.0? 1 Sims--The New Media of "Learning to Do" Not Just "Learning to Know". 2 Immersive Learning Simulation: Because You Can't Learn to Ride a Bicycle from a Book. 3 Computer Games. 4 Traditional Education. PART TWO Simulation Elements--Actions and Results: Framing The Missing Essence Of Research And Analysis. 5 Basic Actions. 6 Middle Skills--Design Patterns for More Complicated Actions. 7 Desired Results. PART THREE Simulation Elements of Systems: Connecting Actions and Results. 8 Maps: The Context for Life. Systems That Act as Triggers. 9 Units: How CEOs, Presidents, and Hostile Aliens View Life on Earth. 10 Artificial Intelligence Player-Agent: More Patient Than Real People. 11 State-Based Systems and Models: A Shortcut to Simulations. 12 Pure Mathematical System: The Real Stuff. 13 Work Process. 14 Big Skills: The Most Important Twenty-First-Century Skills. PART FOUR Building Interactive Environments. 15 Linear Content. 16 Game Elements: A Spoonful of Sugar If You Can Avoid Hypoglycemic Shock. 17 Pedagogical Elements: Learn Faster and Better. 18 Tasks and Levels. 19 Display. 20 Community. 21 Basic Inputs. PART FIVE Formal Learning Program. 22 Learning Goals. 23 Program Goals. 24 Target Audiences and Corresponding Learning and Program Goals. Target Audience 25 When to Use Sims--Meeting Both Learning and Program Goals. 26 Educational Simulation Creation and Milestones Part 1: An Overview of Key Steps. 27 Educational Simulation Creation and Milestones Part 2: Calibrating Skill Cones and Designing the Different Layers of Feedback. 28 The Necessary Student Experience of Frustration and Resolution. 29 Evaluation Strategies and the Analysis of Learning. 30 Conclusion: Banishing Today's Classrooms, Curricula, Term Papers, Training Programs, Business Plans, and Linear Analysis to the Intellectual Slums and Backwaters to Which They So Richly Belong. Appendix: Simulation Case Studies: Do Sims Work Better Than Traditional Instruction? About the Author. Index.
Synopsis
This practical book offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them., Pfeiffer Essential resources for training and HR professionals "Ready to blow your mind? Spend 15 seconds reading Clark Aldrichs The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear--its Spock meets Alton Brown." --Lynne Kenney, Psy.D., The Family Coach The Complete Guide to Simulations and Serious Games How the Most Valuable Content Will Be Created in the Age Beyond Gutenberg to Google Clark Aldrich Author of Simulations and the Future of Learning and Learning by Doing Praise for The Complete Guide to Simulations and Serious Games "Yes, this is an encyclopedic overview of the simulations and serious gaming world, but its far more important than a how-to book. Aldrich is signaling the end of the age of Gutenberg. Aldrich takes direct aim at why the K-12 and higher education system are failing--myopically trapped in a nineeenth-century world of learning to know in a twenty-first century world that requires the judgment and skills of learning to do. Aldrichs revolution transforms the way we learn." --Jeff Sandefer, founder, the Acton School of Business "Clark Aldrich provides his clear vision of how learning to do will liberate us from our industrial education legacy that has for too long been shaped by outdated, linear, passive instruction. I recommend this book without reservation for anyone interested in the future of learning." --Don Williams, manager, global learning research, Microsoft Corporation "This exhaustive guide to computer gaming and simulation points the way to a new, more powerful way of learning by doing. It is a must-read--a must-read and study--for those involved in education and journalism." --Bill Kovach, former Washington bureau chief of the New York Times, and former editor of the Atlanta Journal-Constitution "Aldrich has done it again. He provides an intuitive framework for those interested in (and perhaps overwhelmed by) simulations, games, and virtual worlds. Before youre halfway done with this book youll be looking with a new perspective and set of competencies for creating interactive experiences." --Denis Saulnier, educational technology director, Harvard Business Publishing "The Complete Guide sets the standard as the encyclopedia for serious games and simulations. In this comprehensive volume, Aldrich uses hundreds of examples for this new medium. If you want to stay at the forefront of education, this book is a must-have!" --Jerry Bush, program manager, Learning@ Cisco, "Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games . Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.
LC Classification Number
LB1029.S5A43 2009
Artikelbeschreibung des Verkäufers
Rechtliche Informationen des Verkäufers
Info zu diesem Verkäufer
AlibrisBooks
98,6% positive Bewertungen•2,0 Mio. Artikel verkauft
Angemeldet als gewerblicher Verkäufer
Verkäuferbewertungen (515.500)
- m***m (2311)- Bewertung vom Käufer.Letzte 6 MonateBestätigter KaufI’m thrilled with my recent purchase . The website was user-friendly, and the product descriptions were accurate. Customer service was prompt and helpful, answering all my questions. My order arrived quickly, well-packaged, and the product exceeded my expectations in quality. I’m impressed with the attention to detail and the overall experience. I’ll definitely shop here again and highly recommend from this seller to others. Thank you for a fantastic experience!
- a***n (54)- Bewertung vom Käufer.Letzte 6 MonateBestätigter KaufMistakenly ordered a paperback that I thought was a hardcover, not sellers fault; it was described properly on the listing. Seller still processed a refund the day I went to return the item and let me keep the item anyway. A+++ service. Book arrived quickly in great condition and for a great price. Thank you so much! Amazing seller!
- n***c (96)- Bewertung vom Käufer.Letzte 6 MonateBestätigter Kaufseller was communicative about my shipment, media mail took a while and tracking wasn't updated frequently, but seller communicated to me very quickly on status. the item came new and wrapped as described, though the packaging in it was packed wasn't sturdy and falling apart when it got to me.