Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
May 2005, Pfeiffer
Introduction 1: The Challenge—A Conversation with Three Game Gurus.
Introduction 2: Technology and Simulations: Why Timing Matters.
SECTION ONE: Building and Buying the Right Simulation in Corporations and Higher Education Today.
1. Four Traditional Simulation Genres.
2. Controlling People with Branching Stories.
3. Introduction to Systems Thinking: Interactive Spreadsheets as Simulations.
4. Making the Boring Fun: Game-Based Models.
5. Getting a Good Feel for Things: Virtual Products and Virtual Labs.
SECTION TWO: The Broader Opportunities of Simulations.
6. A More Complete Perspective: Looking to the Broader World of Educational Simulations.
7. Recognizing New Types of Scalable Content: Systems, Cyclical, and Linear.
8. The Three Essential Elements to Successful Educational Experiences: Simulations, Games, and Pedagogy.
9. Learning from Live Role Plays.
10. Role Plays Redux: The Revolutionary Role of New Technologies.
11. Using Simple, People-Based Game and Simulation Elements for Devastating Effectiveness.
12. Learning from Flight Simulators.
13. The Most Popular Simulations: Computer Games as Expectation Setters and Places to Start.
14. Computer Games Redux: The Right Model? How Right?
15. The Mosquitoes of the Educational Simulations Ecosystem: Marketing Mini-Games.
SECTION THREE: Next Gen Sims.
16. The Advent of Next Generation Simulations.
17. What If We REALLY REALLY Simulated History? First Flight: The Wright Experience Flight Simulator.
18. Virtual University and Understanding the Value of a Classroom.
19. Military + Computer Game = Full-Spectrum Experiences.
SECTION FOUR: Managing the Simulation Process.
20. When Are Simulations a Solution?
21. Researching a Simulation: A New Competency.
22. Designing a Simulation: Keys to Success.
23. Deploying an Educational Simulation: It’s Not What You Think.
24. Iterations: Because You Won’t Get It Right the First Time.
25. One Branching Story Business Model.
26. The Business Impact of Next Generation Simulations.
27. Conclusion: Scalable Skills (a.k.a. a Heapen’ Helpin’ o’ Hype).
SECTION FIVE: Appendices.
Appendix 1: Aligning the Right Instructional Solution for the Right Problem.
Appendix 2: e-Learning Architecture Considerations Today.
Appendix 3: Traditional Corporate Simulation Vendors.
Appendix 4: Advanced Techniques for Branching Stories.
Appendix 5: Advanced Techniques for Interactive Spreadsheets.
Appendix 6: Getting What You Want: The Black Art of Customizing the Four Traditional Simulation Genres.
Appendix 7: e-Learning and Computer Game Milestones.
Appendix 8: Full Interviews with Jane Boston, Warren Spector, and Will Wright.
About the Author.
Pfeiffer Publications Guide.
--James Paul Gee, author, What Video Games Have to Teach Us About Learning and Literacy; professor, University of Wisconsin at Madison
"Clark Aldrich draws upon a vast array of resources, from higher
education to the corporate world, from state-of-the-art computer
games to live role plays to get a sense of where we can go in
learning. Filled with practical suggestions and diverse examples,
this book is a great read for educators of all types."
--Marshall S. Smith, director, education program, The William and Flora Hewlett Foundation
"Clark Aldrich has been in the e-learning trenches for years.
Learning By Doing is a wonderful opportunity for you to
learn from the problems, surprises, and successes he
--Tom M. Kelly, vice president, Internet Learning Solutions, Cisco
"Learning by Doing provides a comprehensive and informed
review of the present and possible futures of simulations and
learning games. It’s refreshing to see such a complex topic
addressed with humor and scholarly acuity."
--Noah Falstein, formerly game designer and executive producer, LucasArts Entertainment and Dreamworks Interactive; freelance game and simulation designer, www.theinspiracy.com
"If you want to design a new learning experience or enhance
existing content with game interactions and simulations, Aldrich
presents you with a clear outline of your options."
--Margaret Corbit, research outreach, Cornell Theory Center, Cornell University