Engaging Learning: Designing e-Learning Simulation Games
June 2005, Pfeiffer
Explanation of Model or Theory.
Glossary of Key Terms.
PART A: Setting the Stage.
Chapter 1: Games? Really?
Chapter 2: Learning Basics.
Chapter 3: Experience Basics.
PART B: A Play in Three Acts.
Chapter 4: Engagement-Education Synergy.
Chapter 5: Trajectory.
Chapter 6: A Design Process.
PART C: Set Design and Afterthoughts.
Chapter 7: Pragmatics.
Chapter 8: Future Issues.
Chapter 9: Conclusion.
About the Author.
--From the Foreword by Marcia L. Conner
"I have often said that simulations may work in practice, but they certainly don’t work in theory. Clark Quinn has proved me wrong. He has uncovered and presented the academic underpinnings to tell us why simulations work as well as they do, both at the highest level and in the nitty-gritty of design."
--Clark Aldrich, author, Simulations and the Future of Learning and Learning by Doing
"Many so-called e-learning simulation games are neither good games nor good learning experiences. Engaging Learning bridges the chasm between the engaging world of great games and the essential elements of effective learning experiences in clarifying ways to create truly powerful e-learning."
--Michael W. Allen, CEO, Allen Interactions Inc., and author, Michael Allen’s Guide to e-Learning
"Games are great motivators—sometimes you can’t tear players away from their session. How would it be if we could harness that motivation for the cause of education? In this book, Clark Quinn leads us through the necessary stages of development. He provides precisely what you need to know: systematic, logical coverage of how to create simulations and games that engage the learner and create the compelling learning experience we all dream about."
--Donald Norman, professor, Northwestern University and author, Things That Make Us Smart