Engaging learning : designing e-learning simulation games
著者
書誌事項
Engaging learning : designing e-learning simulation games
Pfeiffer, c2005
大学図書館所蔵 全5件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
"Quinnovation"
Includes bibliographical references (p. 195-199) and index
内容説明・目次
内容説明
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.
目次
Foreword. Preface. Acknowledgments. Introduction. Audience. Product Description. Related Products. Explanation of Model or Theory. Glossary of Key Terms. Facilitator's Guidelines. 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. Bibliography. Index. About the Author.
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