Showing posts with label simulations. Show all posts
Showing posts with label simulations. Show all posts

1/05/2013

Clinical Simulation Review

Clinical Simulation
Average Reviews:

(More customer reviews)
This is a Great Book for those running, working, designing of implementing simulation activities in the health care setting. It has been written by many of the most experiences people in the field and the way it is written is as if you were sharing with them experiences, while drinking coffee on the lobby of a simulation congress.
Great ideas!! Great Tools!! It would have saved us money and effort if we would read it a couple of years ago!!
A great tool for people running simulation units.

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Simulation facilities are invaluable for training in medicine and clinical education, biomedical engineering and life sciences. They allow the practice of prevention, containment, treatment, and procedure in a risk-free setting.This book is a practical guide and reference to the latest technology, operations and opportunities presented by clinical simulation. It shows how to develop and make efficient use of resources, and provides hands-on information to those tasked with setting up and delivering simulation facilities for medical, clinical and related purposes, and the development and delivery of simulation-based education programs.. A step-by-step manual to developing successful simulation programs. Shows how to design, construct, outfit and run simulation facilities for clinical education and research. . The Residency Review Committee of the US Accreditation Council on Graduate Medical Education has begun requiring residency programs to have simulation as an integral part of their training programs.

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5/20/2012

Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning Review

Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning
Average Reviews:

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High profile e-learning industry analyst Clark Aldrich became disenchanted with the yawning gap between the promise of e-learning and the reality. Attracted by the potential application of computer gaming techniques for training simulation purposes, he quit his job with the Gartner Group and joined a project team attempting to design a computer-based leadership development simulation. The result was Simulearn's Virtual Leader. Aldrich's book recounts the experience in this book.
Despite the promise of the title, the book is a curious mix of speculation, case study, and product promotion. Aldrich provides accessible frameworks for thinking about the underlying design considerations for the development of simulations, and some useful insights into the analysis of content and development of simulation architecture. Yet the book is not a tool kit or primer for would-be designers - the advice is rarely actionable - nor is it a deep study of the concepts and application of simulation models. As such its greatest value is as an introductory case study into aspects of simulation design. The case in question is the development of Simulearn's Virtual Leader product, and the book gives little insight into other forms of electronic or other simulations. The author is a Vice President of Simulearn, so his views are not impartial.
Aldrich makes some refreshingly provocative assertions: e-learning has failed to deliver because it's not sufficiently user-focused - it has been sold to senior managers as means of lowering the cost of training, rather than enriching the value of learning. Aldrich believes that education and vocational training are too "linear", emphasizing the acquisition of facts in a sequential, guided way rather than "open-ended", allowing the development of decision-making, interpersonal communication and creative capabilities required for success in work. In contrast, simulations offer rich combinations of linear, cyclical and open-ended learning, with the freedom to make mistakes, try new approaches and hone skills in a secure environment.
The book is often entertaining. Aldrich's account of the analysis of the leadership content in order to arrive at an underlying simulation model and architecture is amusing - framed as a quest to find the meaning of leadership and render it into electronic simulation, with himself as hero. It is slightly clouded by digressions on the nature of leadership - Aldrich seems to approach the subject with little background, and is suprised to find that (to paraphrase Warren Bennis) so much been written by so many to so little effect.
A number of glaring issues go unexamined: the leadership model and the simulation design of Virtual Leader require a standard of behaviour and ethics that are possibly more ideology than reality. Success in Virual Leader requires a degree of conventional virtue that most organizations espouse but is not always practiced by those in power. A fundamentally Machiavellian approach apparently won't work in Virtual Leader, but it is arguably an effective means of gaining and retaining power in most organisations. The player's experience of Virtual Leader is not evident from the descriptions -despite extensive descriptions of the design process and interface, the book gives little insight into how the player interacts with the game.
Aldrich is evangelical, which gives his writing energy and persuasive power, but like many evangelists, he is strong on belief and short on evidence for his views. While he is right to question the validity of conventional models of education and learning, his opinions are largely speculation, or based on the anecdotal evidence of others or his own experience.
And despite the evangelism, if Aldrich's predictions hold true, most organisations will never design a simulation using his approach. They are prohibitively expensive, costing many millions of dollars. At best, they may purchase an off-the-shelf simulation, and customise it to some extent, which is possibly one of the promotional intentions of the book.


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Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.

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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)
Average Reviews:

(More customer reviews)
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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