Autor: Clark N. Quinn
Wydawca: Wiley
Dostępność: 3-6 tygodni
Cena: 274,05 zł
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ISBN13: |
9781119073246 |
ISBN10: |
1119073243 |
Autor: |
Clark N. Quinn |
Oprawa: |
Paperback |
Rok Wydania: |
2014-12-02 |
Ilość stron: |
240 |
Wymiary: |
252x182 |
Tematy: |
KM |
Learning is at its best when it is goal–oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience.
Engaging Learning offers a much–needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn, a learning system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e–learning games. This nuts–and–bolts guide, which is both research–based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.
Engaging Learning is the hands–on guide to designing learning programs and specifically simulation games that engage and educate the type of learning we need. Illustrated with case studies, the book shows trainers and instructional designers what they have to know to create e–learning games and suggests how to do it on a budget and on a schedule. Engaging Learning also shows why this process can improve completion rates and garner rave reviews from learners. Using this revolutionary process, even the most inexperienced trainers or instructional designers can feel confident tackling the design of their own simulation or learning game.
This book
Introduces an enhanced instructional design model Outlines the criteria for creating meaningful learning experiences Explains the common principles that define compelling learning experiences Explores the different levels of games and learning from mini–scenarios, through linked and contingent scenarios, to a full engine–driven experience Defines a new design process for simulations and e–learning Discusses the use of media, pragmatics of production, and budgetary concerns accommodating various audiencesEngaging Learning will give you permission to stay abreast of what people say about learning. At conferences, look for talks about using dramatic presentations, keeping learners motivated, and the value of making learners laugh. Read books, trade magazines, and journal articles whatever you can find. Similarly, see what′s being said about having fun. And, of course, have fun yourself. As mentioned before, you now have license to read novels, watch movies, and play games.
Foreword xv
Preface xix
Acknowledgments xxiii
Introduction 1
Audience 1
Product Description 2
Related Products 2
Explanation of Model or Theory 2
Glossary of Key Terms 3
Facilitator s Guidelines 4
PART A Setting the Stage
Chapter 1: Games? Really? 9
Engaging Experiences 11
Why Engagement? 13
The Learning–Doing Continuum 15
The Payoff 17
Road Map 18
Chapter 2: Learning Basics 23
Instructional Design 24
Cognitive Enhancements 29
A Convergent Model 33
Summary 37
Chapter 3: Experience Basics 39
Engagement 40
Sources 43
Synthesis 48
Summary 49
PART B A Play in Three Acts
Chapter 4: Engagement–Education Synergy 53
Implications 55
Summary 64
Case Study 1: Quest for Independence 64
Chapter 5: Trajectory 75
Level 1: Mini–Scenarios 77
Case Study 2: Media Speak 80
Level 2: Linked Scenarios 87
Case Study 3: Project Management Overview, Phase 1 89
Level 3: Contingent Scenarios 95
Case Study 4: Vehicle Selling 96
Level 4: The Full Monty 102
Case Study 5: Drug Therapy Demo 107
Trade–offs 112
Chapter 6: A Design Process 113
Design Basics 114
Design Stages 116
Instructional Design 123
Engagement Perspective 125
Engaged Design: Creating Meaningful Practice 128
Engaged Design: The Process 132
Summary 153
Summary Checklist 153
PART C Set Design and Afterthoughts
Chapter 7: Pragmatics 157
Budget 157
Production 159
Prototyping Tools 160
Media 162
Writing 165
Humor 166
Cartoons and Comics 166
Culture 167
Gender 169
Age and Development 169
Evaluation 170
Multiplayer Games 171
Nonelectronic Games and Electronic Interactions 172
Technology Environments 173
Teams and Talent 175
Chapter 8: Future Issues 179
Affect 179
Learning Objects 180
Going Mobile 182
Personalization 183
Meta–Learning 184
New Input and Output Technologies 185
Design Magic 186
Chapter 9: Conclusion 187
Where We ve Been 188
Just Do It 189
When to Do It 191
Where to Go for Further Information 192
Tally Ho! 194
Bibliography 195
Index 201
About the Author 209
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