240 pages | 236 Color Illus.
Short Sims: A Game Changer is the definitive guide to creating simple, highly efficient educational simulations for the next generation of learners.
Interactivity is the key to effective educational media in schools, corporations, the military, and government. And through this Short Sims methodology, interactive content is now no harder to produce than traditional linear content.
This essential book guides anyone through the steps of quickly creating highly engaging and responsive content. The process combines Aldrich’s decades of research and implementations with leading organizations (including Bill & Melinda Gates Foundation, Harvard Business School Publishing, Visa, Microsoft, Education Testing Services, Center for Army Leadership, Department of State) with new tools that have just emerged.
And the same Short Sim methodology can be applied to assessment, virtual reality, journalism, and complex educational simulations, and help in the planning of computer games.
Section 1: Introduction Chapter 1: Introduction Chapter 2: Short Sim Example -- Be a Hacker Chapter 3: Seven Short Sim Design Principles Section 2: Design Chapter 4: Planning Assumptions and Expectations (What the Project Manager Needs to Know) Chapter 5: Identify the Audience and Broad Topic Parameters Chapter 6: Research, Including Subjecdt Matter Expert Interviews, and how to Organize Notes Chapter 7: Blocking Out a Simple Short Sim Chapter 8: Getting Feedback Section 3: Short Sims Types (Basic) Chapter 9: An Introduction to Short Sim Types Chapter 10: Settings Chapter 11: Short Sims that Inculcate New Ways of Thinking Chapter 12: Predictable Processes Chapter 13: Case Study: Creating a Short Sim Lab on Demand Curves Chapter 14: Short Sim Example: Carpool (and a Model of Conviction Building) Section 4: Examples of Advanced Types Chapter 15: Advanced Universal Techniques Chapter 16: Example: Complex Processes Chapter 17: A Case Study: Complex Role Play and The Theory of the Case Chapter 18: A Case Study: Labs (Redux) Chapter 19: Sandboxes and Other Exploration of Interesting Systems Chapter 20: Endings to Encourage Replay Chapter 21: Assessments Chapter 22: Case Study: Creating a Simply Business Simulator Chapter 23: Conclusion Glossary Appendix A: Text Style Guide Appendix B: Examples of Learning Goals and Program Goals Appendix C: Broad List of Possible Subject Matter Expert Questions