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Aftersleep Books
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Simulations and the Future of Learning An InnovaThe following report compares books using the SERCount Rating (base on the result count from the search engine). |
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Aftersleep Books - 2005-06-20 07:00:00 | © Copyright 2004 - www.aftersleep.com () | sitemap | top |
Background: Aldrich gives the reader some background on e-learning and computer games today. This section is quite easy to read and funny at times, especially when he talks about the challenges of being an analyst.
* Do You Want Fries with That E-Learning?
* In the Game
* The Primary Colors of Content
* The E-Learning Arms Race
Rethinking Educational Experiences: Building a simulation requires a higher standard of consistancy, rigor, even imagination than an academic lecture or book. Aldrich looks at the topic of leadership through the classic linear perspective, and then expands it along the new dimensions of interactivity. Other people have mentioned this as well, but I learned more about leadership here than through any other formal process.
* The Myth of Subject Matter Experts
* The Search for Contents
* What Would a Leadership Situation Look Like?
* Uncovering the Essence of Leadership
* The Lure of Linear Content
* Rules for a Post-Textbook World: Simulation Design Principles
The Technical Issues: In the same way that traditional academic leadership material made for insufficient content, so was the classic, existing computer game genres insufficient for a template. Aldrich explains the process of creating a whole new type of computer experience, (as different and as similar to computer games as computer games genres are from each other)based on their leadership content. I can see how people might skim these chapters (and I breezed through some pages myself), but I found them oddly satisying in bridging the chasm between high level theory to specific. Aldrich did a good job at making technical issues understandable to someone like myself who is not at all technical. Most importantly, he describes a kind of work that seems necessary to create a educational experience, but totally absent from most academic content today.
* The Beginning of Open-Ended Content: Sets and Figures
* What Do People Do All Day? The Animation System
* The Ultimate Hurdle: The Dialogue System
* Modeling a Little World: The Physics System
* Modeling the Inhabitants: The AI System
* A New Look at Work: The Interface System
* The Scariest Word of All: Gameplay
* Why Use Grades, Anyway? Metrics, Scores, and Simulations
Conclusions: With each of the final chapter, Aldrich zooms out one layer. First he wraps up the Virtual Leader story, then discusses the implications for any simulation designer, any corporate environment, and most interesting and controversial, all schools.
* Virtual Leader vs. the World
* 17 Simulation Issues
* A Manifest Destiny: Simulations and the Training Industry
* Looking Back at Schools
Simulations and the Future of Learning is undoubtably a "big" book, probably one of the most important books I have read in a long time. I have read it twice and still haven't come to terms with all of the discoveries and implications. Now I am just waiting for some colleagues to finish it to get some more perspectives.