11/09/2011

The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google (Pfeiffer ... Resources for Training and HR Professionals) Review

The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google (Pfeiffer ... Resources for Training and HR Professionals)
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Finally there is a "coffee table" resource book that creators of educational games and simulations can use to build mutual understanding and increase collaboration between all members of the development team and sponsors. Too often a professor or corporate client uses their powerful position to tell experienced and educated multi-media designers what elements and mechanics make a great simulation without intellectual discussion or the unpinning to support their assertions. Enter "The Complete Guide." Thank you, Clark Aldrich, for once again adding to our body of knowledge on this subject and thus improving the interactivity and educational effectiveness of this new way of "learning to be and do" as opposed to "learning to know" (simply forcing learners to absorb a lecture and memorize). Clark's work also stands out because he is brilliant, with a writing style that is witty and full of humor. His work can be fun to read (although I don't recommend trying to read this entire book). Clark is able to successfully accomplish this work of epic portions because he is not only a "student of simulations and games" but he actually practices what he preaches in the real world as a simulation designer/developer. [...]

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"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.

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