Engaging Learning
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Engaging Learning: Designing e-Learning Simulation Games

Engaging Learning: Designing e-Learning Simulation Games


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About the Book

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 Learning, a 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.

Table of Contents:
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

About the Author :
Clark N. Quinn has designed and developed innovative solutions for business, education, not-for-profit organizations, and government. He offers knowledge systems and learning interaction design through Quinnovation.


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Product Details
  • ISBN-13: 9781119073246
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: Pfeiffer
  • Height: 252 mm
  • No of Pages: 240
  • Sub Title: Designing e-Learning Simulation Games
  • Width: 182 mm
  • ISBN-10: 1119073243
  • Publisher Date: 02 Dec 2014
  • Binding: Paperback
  • Language: English
  • Spine Width: 13 mm
  • Weight: 468 gr


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Engaging Learning: Designing e-Learning Simulation Games
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Engaging Learning: Designing e-Learning Simulation Games
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