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Short Sims: A Game Changer is the definitive guide to creating simple, highly efficient educational simulations for the next generation of learners.
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Short Sims: A Game Changer is the definitive guide to creating simple, highly efficient educational simulations for the next generation of learners.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd (Sales)
- Seitenzahl: 266
- Erscheinungstermin: 12. März 2020
- Englisch
- Abmessung: 231mm x 155mm x 20mm
- Gewicht: 522g
- ISBN-13: 9780367860660
- ISBN-10: 036786066X
- Artikelnr.: 59334454
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
- Verlag: Taylor & Francis Ltd (Sales)
- Seitenzahl: 266
- Erscheinungstermin: 12. März 2020
- Englisch
- Abmessung: 231mm x 155mm x 20mm
- Gewicht: 522g
- ISBN-13: 9780367860660
- ISBN-10: 036786066X
- Artikelnr.: 59334454
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
Clark Aldrich solves some of education's biggest problems, working with corporations, universities, foundations, the US military, non-profits, government organizations, and VCs. Most recently, Aldrich has re-invented educational content with an interactive model called Short Sims, which is more effective and more engaging for the learners and faster to create and less expensive for the producers. Short Sims renders traditional approaches alone obsolete. Prior to that, Aldrich introduced and popularized games and simulations for online learning, and then published Unschooling Rules, his fifth book, which redefined the culture of learning, has been cited by President Obama, and adopted by leading schools everywhere. Earlier still, Clark Aldrich founded Gartner's thought-leading eLearning coverage which defined the emerging industry. Aldrich has been called a 'guru' by Fortune Magazine and a 'maverick' by CNN. Aldrich and his work have been featured in hundreds of sources, including CBS, ABC, The New York Times, USA Today, AP, Wall Street Journal, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Report. He has written six books based on his first hand experiences, has a degree from Brown University in Cognitive Science, taught at a leading environment education foundation, has given numerous keynotes, and his patent and award winning programs have earned millions. He grew up in Concord and Weston, Massachusetts, and is the ninth great-grandson of Governors John Winthrop and Thomas Dudley, first and second governors of the Massachusetts Bay Colony.
1 The Short Sim: A Game Changer
2 Short Sim Example: Be a Hacker
3 Seven Short Sim Design Principles
4 Planning Assumptions and Expectations
5 Identify the Audience and Broad Topic Parameters
6 Research, Including Subject Matter Expert Interviews
7 Blocking Out a Simple Short Sim ¿
8 Getting Feedback
9 Types of Short Sims
10 Coaches, Settings, and the Value of Efficiency
11 Examples of Inculcating New Ways of Thinking
12 On Levels
13 Case Study: Creating a Short Sim Lab on Demand Curves
14 Short Sim Example: Carpool (And Techniques to Align Behaviors in a Sim
to Real-World Behaviors)
15 Introduction to Advanced Universal Techniques
16 Example: Learning Curves with Complex Topics
17 Role-Plays, from Simple to Complex
18 Example: Openish-Ended Labs Around Supply and Demand
19 Examples of Sandboxes and Other Exploration of Interesting Systems
20 Endings
21 Assessments and Measuring Learning and Engagement
22 Case Study: Creating a Simple Business Simulator
23 Conclusion
Appendix 1: Text Style Guide
Appendix 2: Examples of Learning Goals and Program Goals
Appendix 3: Broad List of Possible Subject Matter Expert Questions
Appendix 4: Be a Hacker Walk-Through
Appendix 5: Short Walk-Through of Visual Problem Identification
Appendix 6: Simple Business Simulator Walk-Through
2 Short Sim Example: Be a Hacker
3 Seven Short Sim Design Principles
4 Planning Assumptions and Expectations
5 Identify the Audience and Broad Topic Parameters
6 Research, Including Subject Matter Expert Interviews
7 Blocking Out a Simple Short Sim ¿
8 Getting Feedback
9 Types of Short Sims
10 Coaches, Settings, and the Value of Efficiency
11 Examples of Inculcating New Ways of Thinking
12 On Levels
13 Case Study: Creating a Short Sim Lab on Demand Curves
14 Short Sim Example: Carpool (And Techniques to Align Behaviors in a Sim
to Real-World Behaviors)
15 Introduction to Advanced Universal Techniques
16 Example: Learning Curves with Complex Topics
17 Role-Plays, from Simple to Complex
18 Example: Openish-Ended Labs Around Supply and Demand
19 Examples of Sandboxes and Other Exploration of Interesting Systems
20 Endings
21 Assessments and Measuring Learning and Engagement
22 Case Study: Creating a Simple Business Simulator
23 Conclusion
Appendix 1: Text Style Guide
Appendix 2: Examples of Learning Goals and Program Goals
Appendix 3: Broad List of Possible Subject Matter Expert Questions
Appendix 4: Be a Hacker Walk-Through
Appendix 5: Short Walk-Through of Visual Problem Identification
Appendix 6: Simple Business Simulator Walk-Through
1 The Short Sim: A Game Changer
2 Short Sim Example: Be a Hacker
3 Seven Short Sim Design Principles
4 Planning Assumptions and Expectations
5 Identify the Audience and Broad Topic Parameters
6 Research, Including Subject Matter Expert Interviews
7 Blocking Out a Simple Short Sim ¿
8 Getting Feedback
9 Types of Short Sims
10 Coaches, Settings, and the Value of Efficiency
11 Examples of Inculcating New Ways of Thinking
12 On Levels
13 Case Study: Creating a Short Sim Lab on Demand Curves
14 Short Sim Example: Carpool (And Techniques to Align Behaviors in a Sim
to Real-World Behaviors)
15 Introduction to Advanced Universal Techniques
16 Example: Learning Curves with Complex Topics
17 Role-Plays, from Simple to Complex
18 Example: Openish-Ended Labs Around Supply and Demand
19 Examples of Sandboxes and Other Exploration of Interesting Systems
20 Endings
21 Assessments and Measuring Learning and Engagement
22 Case Study: Creating a Simple Business Simulator
23 Conclusion
Appendix 1: Text Style Guide
Appendix 2: Examples of Learning Goals and Program Goals
Appendix 3: Broad List of Possible Subject Matter Expert Questions
Appendix 4: Be a Hacker Walk-Through
Appendix 5: Short Walk-Through of Visual Problem Identification
Appendix 6: Simple Business Simulator Walk-Through
2 Short Sim Example: Be a Hacker
3 Seven Short Sim Design Principles
4 Planning Assumptions and Expectations
5 Identify the Audience and Broad Topic Parameters
6 Research, Including Subject Matter Expert Interviews
7 Blocking Out a Simple Short Sim ¿
8 Getting Feedback
9 Types of Short Sims
10 Coaches, Settings, and the Value of Efficiency
11 Examples of Inculcating New Ways of Thinking
12 On Levels
13 Case Study: Creating a Short Sim Lab on Demand Curves
14 Short Sim Example: Carpool (And Techniques to Align Behaviors in a Sim
to Real-World Behaviors)
15 Introduction to Advanced Universal Techniques
16 Example: Learning Curves with Complex Topics
17 Role-Plays, from Simple to Complex
18 Example: Openish-Ended Labs Around Supply and Demand
19 Examples of Sandboxes and Other Exploration of Interesting Systems
20 Endings
21 Assessments and Measuring Learning and Engagement
22 Case Study: Creating a Simple Business Simulator
23 Conclusion
Appendix 1: Text Style Guide
Appendix 2: Examples of Learning Goals and Program Goals
Appendix 3: Broad List of Possible Subject Matter Expert Questions
Appendix 4: Be a Hacker Walk-Through
Appendix 5: Short Walk-Through of Visual Problem Identification
Appendix 6: Simple Business Simulator Walk-Through