The Design And Use Of Simulation Computer Games In Education

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The Design and Use of Simulation Computer Games in Education

A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come. James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education--one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games. M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor Florida State University This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It's very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results--providing impact across industry and academia. Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing.
The Design and Use of Simulation Computer Games in Education

"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University "Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education—one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games." - M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor, Florida State University "This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It’s very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results—providing impact across industry and academia." - Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing
The Guide to Computer Simulations and Games

The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.