good principles on designing a real and effective simulation
This link has been bookmarked by 96 people . It was first bookmarked on 15 Mar 2007, by cerbopoli.
-
19 Nov 10
-
10 Nov 10
-
08 Oct 10
-
06 Oct 10
-
hansdezwartWe are a boutique educational simulations and serious games firm with a long track record of success. In fact, over 90% of our clients commission a second simulation from us. This is because our sims drive conviction and competence better than any other l
-
14 Aug 10
-
18 Jun 10
-
02 Jun 10
-
22 Mar 10
-
13 Mar 10
-
06 Mar 10
-
- Matching actions available to the student in the sim to real life situations, with reasonably high fidelity and nuance. There is a difference between asking co-workers out on a date twice with respect versus three or four times without.
- Matching contexts to the student in the sim to real life situations. Real life financial decisions, for example, are made under the pressure of meeting stretch goals and balancing and optimizing a thriving business ecosystem, not the sterility of an ethics class.
- Matching and visualizing the invisible system in the sim to real life situations. For example, a naive employee may open an email with some special offer and respond to it. An employee who understands phishing attacks and the roles and techniques of organized cyber mobsters never would open that same email, even though the experience of receiving the email is the same as the naive employee's.
- Giving the student ample opportunity and motivation to test his or her theory in a fair and realistic environment, as well as alternative (and less naive) approaches. If a sim is good, students will first try hard to make their comfortable approach apply (using the interface) and then work. Only then, and after some frustration, are the students primed to actually develop conviction in the new models they "discover" and then practice.
- Having the experiences learned in the sim be reinforced by their real world. Sims have to capture the nuance and texture of real life, not life as the sponsors wish it were. Said another way, a sim may contain five formal levels. But levels six through infinity are the real world.
A well-designed simulation may be the only tool available to meet that goal in a scalable and measurable way. Simulations can do this through the following five properties:
- Matching actions available to the student in the sim to real life situations, with reasonably high fidelity and nuance. There is a difference between asking co-workers out on a date twice with respect versus three or four times without.
-
Add Sticky Note
-
-
-
08 Dec 09
Mark SmithersSo you want to build a simulation? Here is a framework to get you through the design process in three easy steps.
-
10 Nov 09
-
Field Notes from the World's Simulation Go-To Guy
-
-
28 Sep 09
-
27 Sep 09
-
16 Sep 09
-
08 Sep 09
-
31 Jul 09
-
30 Jul 09
-
06 Jul 09
-
13 Jun 09
paul reidOne of the trickiest interface challenges in sims is to motivate a player to wait. How can a simulation convince the player to hold off on doing something they want to do immediately? This is critical, as so many Big Skills (such as security and relationship management) require, to apply them successfully in real life, plenty of appropriate holding back.
-
07 Jun 09
-
18 Mar 09
-
14 Mar 09
Sahana Chattopadhyayall about simulations and their effectiveness in andragogy...
-
20 Feb 09
-
23 Jan 09
Natalie LaffertyBlog about games and simulation in education
-
04 Dec 08
-
24 Nov 08
Bill BrandonThis is a truly useful compendium, in blog form, of the elements of immersive learning simulations (ILS).
design elearning research e-learning learning online games simulation gaming simulations serious seriousgames instructionaldesign serious_games
-
30 Oct 08
-
30 Sep 08
-
14 Aug 08
-
05 Jul 08
-
19 Jun 08
-
10 Jun 08
-
19 May 08
-
11 May 08
-
29 Apr 08
-
26 Apr 08
Patti ShankClark Aldrich's serious games and simulations blog
-
20 Apr 08
Paul McKenzieAll about gaming and the future of education Annotated link http://www.diigo.com/bookmark/http%3A%2F%2Fclarkaldrich.blogspot.com
-
also called debriefings
-
-
29 Mar 08
A free online textbook on the new media and language of learning to do, not just learning to know
clark_aldrich blogs:book games_&_virtual_worlds simulations delicious_import
-
06 Mar 08
-
28 Feb 08
-
17 Jan 08
-
02 Jan 08
-
16 Dec 07
Mark WagnerRead Clark Aldrich's latest book while it still exists in Blog Format: "How the most valuable knowledge will be constructed and engaged in the era beyond Gutenberg and Google, from a designer and analyst on corporate, academic, and military sim projects"
-
14 Dec 07
Peter ShanksA Free, Online Reference to the Subversive New Media and Language of Learning to Do, not just Learning to Know
games learning simulation e-learning elearning gaming education gamedev seriousgames teaching toread
-
26 Nov 07
-
27 Sep 07
-
20 Sep 07
-
28 Aug 07
-
09 Aug 07
-
16 Jul 07
-
26 Jun 07
-
17 May 07
-
13 May 07
-
10 May 07
-
08 May 07
In the emerging model of Literacy 2.0, knowledge is formatted to develop intelligent actions (learn to do), and self-awareness (learn to be), not just passive intellect (learn to know). Here is a guide to the concepts, presented in about one term a day.
via:pweiland blog elearning learning games aldrich lang:en literacy literacy2.0
-
Lambert HellerIn the emerging model of Literacy 2.0, knowledge is formatted to develop intelligent actions (learn to do), and self-awareness (learn to be), not just passive intellect (learn to know). Here is a guide to the concepts, presented in about one term a day.
via:pweiland blog elearning learning games aldrich lang:en literacy literacy2.0
-
06 May 07
-
18 Apr 07
-
16 Mar 07
kirstysat the moment (march 07) Clark is making a glossary of sorts, especially as related to instructional games.
-
15 Mar 07
-
04 Mar 07
-
01 Mar 07
-
27 Feb 07
-
20 Feb 07
-
17 Jan 07
Public Stiky Notes
Would you like to comment?
Join Diigo for a free account, or sign in if you are already a member.