Clark Aldrich 
Learning Online with Games, Simulations, and Virtual Worlds [PDF ebook] 
Strategies for Online Instruction

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Jossey-Bass Guides to Online Teaching and Learning
Learning Online with Games, Simulations, and Virtual Worlds
Strategies for Online Instruction
Clark Aldrich
Learning Online with Games, Simulations, and Virtual Worlds
The infusion of games, simulations, and virtual worlds into
online learning can be a transforming experience for both the
instructor and the student. This practical guide, written by
education game expert Clark Aldrich, shows faculty members and
instructional designers how to identify opportunities for building
games, simulations, and virtual environments into the curriculum;
how to successfully incorporate these interactive environments to
enhance student learning; and how to measure the learning outcomes.
It also discusses how to build institutional support for using and
financing more complex simulations. The book includes frameworks,
tips, case studies and other real examples, and resources.
Praise for Learning Online with Games, Simulations, and Virtual
Worlds
‘Clark Aldrich provides powerful insights into the dynamic arena
of games, simulations, and virtual worlds in a simultaneously
entertaining and serious manner as only he can. If you are involved
with educating anyone, from your own children to classrooms full of
students, you need to devour this book.’
— Karl Kapp, assistant director, Institute for Interactive
Technologies, Bloomsburg University
‘At a time when the technologies for e-learning are evolving
faster than most people can follow, Aldrich successfully bridges
the perceptual gap between virtual worlds, digital games, and
educational simulations, and provides educators with all they
really need to use this technology to enhance and enrich their
e-learning experiences.’
— Katrin Becker, instructor, Department of Computer Science
and Information Systems, Mount Royal College, and adjunct professor
of education, University of Calgary
‘I consider this a must-read for anyone engaged in or
contemplating using these tools in their classrooms or designing
their own tools.’
— Rick Van Sant, professor of learning and technology, Ferris
State University

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Table of Content

Preface.
Part I: What Are Games, Simulations, and Virtual Worlds, and
Why Should I Care?
Chapter 1: Understanding Highly Interactive Virtual
Environments
Do Highly Interactive Virtual Environments Work Better?
The ‘Why’.
Clarifying What We Mean by Highly Interactive Virtual
Environments.
Chapter 2: Embracing Interactivity.
Interactivity Levels 0 through 6.
Interactivity Levels and Leadership Models.
Chapter 3: Sims: A New Model of Content.
Simulation Elements.
Game Elements.
Pedagogical Elements.
Tasks and Levels.
Genres of Stand-Alone Sims.
Four Concluding Thoughts
Chapter 4: Highly Interactive Content from the Students’ and the
Instructor’s Perspective.
Different Culture, Different Rules.
Learning to Love Frustration and Anticipate Resolution.
How Well Does the Instructor Have to Know the Sim?
Part II: Choosing and Using a Highly Interactive Virtual
Environment.
Chapter 5: Identifying The Right Approach for the Right
Need.
Why Use Distance Learning Programs at All?
When to Use Highly Interactive Content.
Costs Associated with HIVEs.
Chapter 6: Doing the Prep Work.
Connect with Other Interested Professionals.
Access the Content.
Infrastructure Selection Criteria.
Content Selection Criteria
Self-Paced/Single Player, Asynchronous, or Synchronous.
Trust.
Conclusion: Might Second Life Be the Interface to (Other)
Sims?
Chapter 7: Integrating and Piloting.
Technical Support for Students.
Chunking Content.
Piloting.
Conclusion: The Need for Front Loading.
Chapter 8: A Brief Example of a Simulation Deployment.
Peter Shea’s Sim for Writing.
Students as Real-Time Evaluators of Sims?
Chapter 9: The Processes of Using a HIVE and the Role of
Coaching.
The Setup.
On Ramp: From Real Life to Simulation.
Teaching the Interface.
First Public Simulation Play.
Putting Together Groups for Multiplayer or Team-Based Sims.
Coaching during the Student Use.
After Action Reviews.
Off Ramp: From Simulation Back to Real Life.
Into the Breach.
Chapter 10: Creating Evaluation Strategies.
Why Not Measure Experience with a Multiple-Choice Test?
Assessment Strategies.
Assessment Techniques for Grading Student Performance.
Conclusion.
Part III: Other Considerations.
Chapter 11: Selling Interactive Environments
Internally–Getting Buy In from Administrators, Department
Heads, Colleagues, Parents, and even Students.
Building Support for HIVEs.
What Does Success Look Like for You?
Epilogue: The New Attraction of Distance Learning.
References.
Index.

About the author

The Author
Clark Aldrich, a popular conference speaker, columnist, and
analyst, is the designer and implementer of educational simulations
including Simu Learn’s v Leader 2007, a virtual leadership e-learning
platform. He is the author of two award-winning books, Simulations
and the Future of Learning and Learning by Doing, as well as The
Complete Guide to Simulations and Serious Games, all from
Pfeiffer.

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Language English ● Format PDF ● Pages 144 ● ISBN 9780470596494 ● File size 2.4 MB ● Publisher John Wiley & Sons ● Published 2009 ● Edition 1 ● Downloadable 24 months ● Currency EUR ● ID 2320599 ● Copy protection Adobe DRM
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