The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to Google
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
San Francisco, CA
Pfeiffer
2009
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Ausgabe: | 1. ed. |
Schriftenreihe: | Pfeiffer essential resources for training and HR professionals
|
Schlagworte: | |
Online-Zugang: | Cover image Publisher description Table of contents only Contributor biographical information Inhaltsverzeichnis Klappentext |
Beschreibung: | "An essential knowledge resource"--Jacket. -- Includes index. -- "This practical book offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games"--Provided by publisher. |
Beschreibung: | XXXIV, 533 S. Ill., graph. Darst. 25 cm |
ISBN: | 9780470462737 0470462736 |
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246 | 1 | 3 | |a Complete guide to simulations & series games |
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500 | |a "An essential knowledge resource"--Jacket. -- Includes index. -- "This practical book offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games"--Provided by publisher. | ||
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Datensatz im Suchindex
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adam_text | Titel: The complete guide to simulations and serious games
Autor: Aldrich, Clark
Jahr: 2009
CONTENTS
Foreword xxi
by Jeff Sandefer
Preface: The Elements of Interactivity xxv
Introduction: Capturing the Wisdom That Has Fallen Through
the Cracks of Gutenberg and Google xxvii
The Most Important Skills xxviii
The Campfire and the Veld xxix
How to Use This Book xxxi
The Babel Problem? Serious Games or Educational Simulations xxxii
A New Science xxxiv
PART ONE: GENRES: SAVIOR OR SABOTEUR FOR LITERACY 2.0? 1
Sim Genres 2
Original Leaming-to-Do Genres 3
Experience · Real · Practice Environment · Microcosm
Ix
Contents
1 Sims: The New Media of Learning to Do, Not Just
Learning to Know 9
A Spectrum of Scale 10
Complex Game · Mobile Game
Conclusion 11
2 Immersive Learning Simulation: Because You Can t Learn to
Ride a Bicycle from a Book 13
Educational Simulations 14
Branching Stories · Interactive Spreadsheets · Interactive Diagrams · Virtual
Products · Virtual tabs · Practiceware · Virtual Experience Spaces
Serious Games 26
Frame Games
Mini Games?Best of Both Worlds? 28
The First Examples 29
3 Computer Games 33
Computer Game Genres 34
First-Person Shooter · Real-Time Strategy Games · Racing Games · Tycoon
Games · Game Shows · Squad Shooters
Games Appreciation 101 41
4 Traditional Education 43
Educational Genres, Environments, Activities, and Media 43
Classrooms · Case Study · Role-Playing · Lab Work · Books · Web
Pages · Workbooks
PART TWO: SIMULATION ELEMENTS?ACTIONS AND RESULTS:
FRAMING THE MISSING ESSENCE OF RESEARCH AND
ANALYSIS 51
Sweet Spots of Simulations 52
Dead Reckoning · Understanding of Actions · Awareness of Patterns
5 Basic Actions 55
Contextual Actions 55
Cyclical Actions 55
Actions and Basic Inputs 56
Contents xl
Assigning Roles · Raising Awareness in Voters · Orchestrating and Optimizing
Traditional Sim Actions 62
Move · Use · Pick Up Tools · Select · Switch
Lenses · Automate · Whiff
Questions for Researching Actions 64
The Hardest Action for a Serious Game Player-Doing Nothing 65
6 Middle Skills: Design Patterns for More Complicated Actions 69
Types of Middle Skills 70
Alignment of Strategies and Tactics · Analysis · Bubble World Calibration ·
Changing Level of Alignment · Conflict · Containment ·
Creation and Implementation of New Actions or Processes · Deception ·
Estimating Benefits · Estimating Costs · Expulsion · Extraction · Fit ·
Gathering Evidence · Long-Term Planning · Maintenance · Introducing
New Processes · Calibrating Ownership · Prioritizing · Probing ·
Procurement · Research · Scheduling · Selective Enforcement or Breaking
of Rules · Sourcing, Contracting, and Outsourcing
Negative Middle Skills 91
Churning · Kick-the-Can · Microcalibrating · Naive Commanding
The Critical Role of Middle Skills 92
7 Desired Results 95
Defining Results 95
The Mission · Balanced Scorecard · Multiple Victory Conditions · Hidden
Victory Conditions · Creating Value
Financial Matters 98
Funding · Profitability · Return on Investment
Defining Common Types of Results in a Sim 100
PART THREE: SIMULATION ELEMENTS OF SYSTEMS: CONNECTING
ACTIONSANDRESULTS 101
The Invisible Layer 102
Simple and Complex 103
The Seven Models in a Sim 103
Units on Maps as System · Artificial Intelligence as System · State-Based
System · Pure Mathematical System · Work Process as System · Middle and Big
Skills as System · Community as System
xii Contents
A Business Analysis Example of Actions, Systems, and Results 106
8 Maps: The Context for Life 107
The Nature of Structuring Maps 108
Layers · Strategy
Different Types of Maps 110
Geography-Based Maps · Conceptual Maps
Specific Map Elements and Related Terms 112
Arena · Attractor · Door · Wall · Firewall · Ecosystem ·
Balancing Loop · Global Condition or Capability · Pandemic · Fog of
War · Home · High Value · Increase Surface Area · Market Map ·
Maze · Path · Resources · Source · Strength of Position · Table ·
Territory · Topography · Value of Proximity · Random Map
Triggers 129
Map-Based Triggers · Metrics-Based Triggers
9 Units: How CEOs, Presidents, and Hostile Aliens View Life
on Earth 133
Properties of Units 135
Attributes and Stats · Energy · Balanced Inputs · Health · Size · Death
? Accumulator Storage Capacity · Special Unit · Character · Organization
Level · Signature · Masking · Goals · Upgrade · Enhancement ·
Affiliation · Regeneration · Handshaking · Mutate · Reproduce ·
Rock, Paper, Scissors · Memes
Items (The Stuff of Life) 151
Inventory · Exotic · Loss · Overheat · Overload · Substitute ·
Building Block Unit · Strengthen by Using · Weaken by Using
Movement (The Life of Stuff) 157
Cost of Travel · Friction · Momentum · Formation · Teleport · Ergodic
? Emergence
Structure 162
Attributes · Dispenser · Structure (as Process) · Valve · Location, Location,
Location · Structures Within Structures · Structures as Level Design ·
Structures as Backdrop
Events in Sims 165
Chain Reaction · Critical Mass · Cluster · Doom Loop ·
Equilibrium (Stalemate)
Contents xiii
10 Artificial Intelligence Player-Agent: More Patient Than Real
People 171
The How 172
Sensors · Al States · Script · Fuzzy Logic · Internal View · Intuition
Making an Al Better Than the Al 175
Cheating for Gameplay · Turning an Al into a Character
Other Uses of Als 176
The Success of Serious Games 176
11 State-Based Systems and Models: A Shortcut to Simulations 179
Computational Theory Models 180
Element · Link · Hierarchy or Tree · Binary · Knowledge Asset
12 Pure Mathematical System: The Real Stuff 187
Lines and Relationships 187
Primary Variables · Secondary Variables · Equation · AII-or-Nothing · Edge
Enhancement · Correlation · Weighting · Zero-Sum · Aggregation ·
Delay · Analog · Discrete · Digital · Cap · Random · Probability ·
Permutation · Distribution · Explosion · Spike · Peak · Crash ·
Decay · Pendulum Cycle · Recursion · Vector
13 Work Process 205
Characteristics of Processes 206
Activity · Consume · Cost · Economies of Scale · Edited, Processed,
Refined, Augmented · Milestone · Procedure · Process Map · Revenue ·
Role · Span of Control · Value Chain · Engine
14 Big Skills: The Most Important Twenty-First-Century Skills 219
The Core of Any Curricula 220
Adaptation · Applying Economic, Value, and Governing Models ·
Budgeting · Communication · Conceptual Dead Reckoning · Conflict
Management · Cost-Benefit Analysis · Creating and Using Boards and
Advisers · Creating New Tools · Decision Making · Ethics · Presenting
Choices to Users · Innovation · Leadership · Negotiation · Nurturing
and Stewardship · Process Reengineering · Project Management ·
Relationship Management · Risk Analysis and Management · Security ·
Solutions Sales
Can Schools Teach Leadership? 238
xiv Contents
PART FOUR: BUILDING INTERACTIVE ENVIRONMENTS 241
15 Linear Content 243
Linear Content in Sims 244
Anecdote · Appendix · Backdrop · Backstory · Exposition · Bullet
Point · Cut Scene · Epilogue · Flashback · Foreshadowing · Full-Motion
Video · Inner Monologue · Inspirational Example · Lecture and
Lecturer · Montage · Plot · Puzzle · Quote · Story · Story
Arc · Story World · Story Line
What s the Problem with Purely Linear Content? 255
16 Game Elements: A Spoonful of Sugar If You Can Avoid
Hypoglycemic Shock 257
An Alphabatical List of Techniques 259
Advanced Graphics · Award · Beauty · Chase · Cheat · Choosing
Appearance or Voice for an Ïç-Screen Character · Clicking Quickly and
Accurately · Collecting · Colloquialisms · Comics · Competition ·
Destroy · Easter Egg · Fantasy · Futuristic · Gambling · Gaming ·
Hero · jeopardy · Mastering an Action · Mystery · New Sets and
Settings · Pet · Poll · Power-Ups · References to Culture · Rubber
Banding · Scores and Grades · Setting · Shopping, Virtual · Timer ·
Wish Fulfillment
17 Pedagogical Elements: Learn Faster and Better 285
The Role of Pedagogy in Sims 286
Sound Cue · Mentor, Supervisor, or Guide · Abstraction · Simplified Interfaces «
Noise · Acrostic · Auto-Journal · Difficulty Adjustment · Speed-
up or Slow-Down Switch · Alert · Exaggerated Response · Bread
Crumbs · Mouse-Over · Libraries of Plays · Mixed Scales · List of
Tasks · Virtual Adviser · Redo · Replay Option · Save · Removal of
Scaffolding · Slow Motion Replay · Taxonomies · Time Line · Time to Core
Gameplay or First Decision · Trail · Venn Diagram · Walk-Through ·
Pace Setter · juxtaposition · Forced Moments of Reflection · Graph ·
Highlight · Illustration · In-Game Tips and Directions · Fourth Wall ·
Superstition · Forcing Different Approaches
Sims and the Nature of Math 315
18 Tasks and Levels 317
Inter-Level Structure 317
Entice Mode · Background Material · Briefing · Black Box ·
Objective · Strategic Decision, or Load Out · Load-Up Screen Tips ·
Core Gameplay · Action Gates · Save Points · Autosave Trigger ·
Save Blackouts · End of Level · Boss · After Action Review
Contents xv
Sim Structure 326
Technology Test Page · Goals and Objectives of the Program ·
Training Level · First Level · Accidental Success · Practice Level · Final
Level · Conclusion
Campaign 331
Linear Campaign · Open-Ended Campaign · Career Mode ·
Open-Ended Level or Game · Instant Action · Sandbox Level · Demonstration
Level
Other Task and Level Definitions 337
Initial Value · Front Loading · Back Loading · Task · Failure ·
Task-Redundant, Extraneous Details · Task-Relevant · Level Length ·
Chunking Levels
Menu Structure 342
Producer Splash Screen · Developer Splash Screen · Main Menu or Start
Screen · Random Access · Sound Options · Configure
Washing Out Technology Incompetents Before They judge Your Sim 345
19 Display 347
Simulation Elements 348
Context · Inputs · Pedagogy · Cut Scenes · Briefings or Debriefings ·
Avatar · Body Language · Motion Capture
Point of View 351
First-Person · Overhead · Isometric View ·
Third-Person · Fisheye · Zoom In · Zoom Out ·
Complete View · Partial View · Obstructed
Cinematic Views 360
Establishing Shot · Reveal · Fade In · Fade Out · Ripple Dissolve
Pedagogy 362
Augmented view · Player Comparison Panel · Radar or Mini-Map · You
Are Here · Compass · Progress Bar, Navigation Bar, Progress Meter ·
Subtitles · Energy Bar, or Health Bar
Interface 367
Heads-Up Display · Situational Awareness · Icon · Filter · Allocation
Triangle · Cursor
Basics 372
Real Estate · Green · Red · Yellow · Polygon · Frames
Per Second · Set · Graphic Element
xvi Contents
20 Community 377
The Network Effect of Education 378
Community and Support for Formal Learning · Communities in Social Networking
Multiple Roles 379
Player · Newbie · Opponent · Competitor · Buddy · Ally ·
Audience · Subject-Matter Expert · Speaker · Sponsor · Student ·
Coach or Facilitator · Constituent · Majority · Participant · Fans ·
Expert · Gamer · Multiplayer · Instructors · Followers · Faction ·
Technical Support
Tools 391
Massively Multiplayer Online Environments · Access · Control Tools ·
Instructor Dashboard · Player s Avatar · Application Sharing Tools ·
Calendaring Tools · Minimum System Requirements · Directory · Profile ·
Club · Cost Per Thousand Views · Instant Messaging Tools · Recency
Community-Created Content 399
Blog · Chat Rooms · Post · Comment · Points · Rating ·
Recording · Mod
21 Basic Inputs 403
Input Devices 404
Joystick · Keyboard · Controller · Mouse · Button ·
Accelerometer · Microphone · Gamepad · Dance Pad ·
Throttle
Second Layer Inputs 408
Media Controls · Open-Ended Interface · Combo Move · Bookmark ·
Perspective Control · Cheat Code · Multiple Choice · Menu · Real
Time · Skip Chapter · Slider · Text Box · Text Window · Parser · Click
on Text (Hypertext) · Fast Forward Button · Hierarchy Arrows · Hot
Spot · Interactive
Channeling Expectations 420
PART FIVE: FORMAL LEARNING PROGRAM 421
22 Learning Goals : Learning to Be, Learning to Do, Learning
to Know 423
Social Networks and Communities?Learning to Be 424
Contents xvil
Educational Simulation and Microcosms?Learning to Do 424
Books and Lectures?Learning to Know 425
From Simple to Complex 425
Awareness · Explicit Knowledge · Application of New Content · Procedural
Knowledge · Coping Without Choking · Implicit Knowledge · Muscle
Memory · Understanding Complex Systems · Conviction · Mastery
Level · Increased Professional Value · Actualization
Combining the Three Goals 431
23 Program Goals 433
Basic Program Goals 433
Asynchronous Versus Synchronous · Increased Access · Certification ·
Compliance · One Contact Point · Reducing the Cost of Formal
Learning · Costs, and Budgeting Costs for Simulation
Increasing Cost 438
Credit · Customize · Ease of Deployment · Runs in the Students
Environment · Engagement · Increased Number of Opportunities ·
Measurable Results · Time Commitment
24 Target Audiences and Corresponding Learning and Program
Goals 445
A Contrast of Two Target Audiences 446
Newcomers · High Potentials
25 When to Use Sims: Meeting Both Learning and Program Goals 449
Where the Use of the Content Is Critical 449
Improved Access Needed · Seeking Increased Engagement · Dynamic
Content · Depth of Knowledge Required
Availability of Sims 452
Commercial Off-the-Shelf Games · Free Foundation-,
Cause-, or Corporation-Sponsored Sims · Off-the-Shelf Educational
Simulations · Internal Development House · Professor-Created
Simulations · Otherwise Free Simulations
26 Educational Simulation Creation and Milestones Part 1:
An Overview of Key Steps 457
Development Steps 457
Define Current Formal Learning Processes and Shortcomings · Identify Best Practices
and Subject-Matter Experts · Interview Subject-Matter Experts ·
xviil Contents
Assess Participant Technology and Knowledge · Finding Employees to Fill
Serious Games Positions · Define the Game · Design Document · Play
Testing · Instructor Manual · Patch
A Natural Process of Going From Educational Simulation to Game 475
27 Educational Simulation Creation and Milestones Part 2:
Calibrating Skill Cones and Designing the Different Layers
of Feedback 477
Skill Building and Feedback 478
Emergent Learning · Constructivism · Feedback
On Practice 482
28 The Necessary Student Experience of Frustration and
Resolution 485
Frustration-Resolution Pair 485
Threshold to Quit · Student Revolt
Student Contract and Performance Expectations 489
The Bottom 20 Percent · Failing a Participant
The Role of Honesty 490
29 Evaluation Strategies and the Analysis of Learning 493
Evaluating the Student 495
Tests and Quizzes · Community Activity · Journals · Written Reports
Evaluating the Program 496
Glint in the Eye · Anecdote · 360-Degree Measurements · Student
Promotion · Staff and Sponsor Promotion · Click Throughs · What Went into
the Simulation
Both Evaluating the Student and Evaluating the Program 500
Observation of Active Behavior · Standardized Test Results · Success as
Success · Completion Rate
A Higher Standard 504
30 Conclusion: Banishing Today s Classrooms, Curricula, Term Papers,
Training Programs, Business Plans, and Linear Analysis to the Intellectual
Slums and Backwaters to Which They So Richly Belong 505
If Books Liberated Us from Kings, Can Sims Liberate Us from CEO s? 506
Contents xix
Appendix: Simulation Case Studies: Do Sims Work Better Than
Traditional Instruction? 509
A Sim Develops Emotional Intelligence 510
Process · Implications
Executives in Class?From Recalling to Applying New Knowledge 512
Process · Results · Summary
Fortune 100 Company: An Extra Day Every Week of Work 514
Process · Results · Summary
U.S. Military Academy?Self-Paced Practiceware Deployment Beats Traditional
Approach 516
Process · Results · Summary
Index 519
About the Author 533
Simulations
The Complete Guide to Simulations and Seri¬
ous dames
offers
an encyclopedic overview
and complete lexicon for those who care about
the next generation o( educational media. This
is the essential reference for not only those
directly involved in simulations and serious
games, but also for researchers and writers,
computer game designers, policy makers, and
entrepreneurs.
Organized as a style guide, the book includes
more than
6ÜÜ
easy-to-browse entries and
definitions, divided into key topics with intro¬
ductory essays highlighting essential concepts.
Written by Clark Aldrich
—
acclaimed educa¬
tional simulation game designer
—
the book
creates a unified view of capturing skills and
knowledge and then developing them in oth¬
ers, through different uses of: computer inter¬
faces, level design, bosses, dynamic systems,
game elements, displays, units on maps, skill
cones, feedback, assessment strategies, even
balanced scorecards and artificial intelligence,
just to name a few.
It balances tactical (what needs to go into a
first level ol a sim; what are questions to ask
subject matter experts, how should programs
be evaluated; when and how should coaches
be used) to strategic (what is the difference
between learning to know, learning to do, and
learning to be; what does situational awareness
(Continued on buck /lap)
(Continued from front flap)
look like when developing leadership or stew¬
ardship). In the spirit ol Webster,
Strunk
and
White, and
Tufte,
filled with helpful guidance
and illustrative case studies, The Complete
Cuide
to Simulations and Serious Games is
the definitive go-to bookshelf reference for
this generation.
CLARK ALDRICH, an international
consultant, workshop leader, and popular
conference speaker, is an award- and patent-
winning designer of educational simulations
including SimuLearn s Virtual Leader global
product line. He works with corporate, aca¬
demic, entertainment, and military organiza¬
tions, and is the author ol two award-winning
books, Simulations and the Future of Learn¬
ing and Learning by Doing (both from
Pfeiffer).
He is also a columnist and analyst
in the overlap of IT and
H R
and founder ol,
and former director of research for, Gartner s
e-learning coverage.
ЩШШІЩ
|
any_adam_object | 1 |
author | Aldrich, Clark 1967- |
author_GND | (DE-588)137252005 |
author_facet | Aldrich, Clark 1967- |
author_role | aut |
author_sort | Aldrich, Clark 1967- |
author_variant | c a ca |
building | Verbundindex |
bvnumber | BV037426922 |
callnumber-first | L - Education |
callnumber-label | LB1029 |
callnumber-raw | LB1029.S5 |
callnumber-search | LB1029.S5 |
callnumber-sort | LB 41029 S5 |
callnumber-subject | LB - Theory and Practice of Education |
classification_rvk | AP 12600 |
classification_tum | EDU 660f DAT 758f |
ctrlnum | (OCoLC)695860152 (DE-599)BVBBV037426922 |
dewey-full | 371.39/7 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.39/7 |
dewey-search | 371.39/7 |
dewey-sort | 3371.39 17 |
dewey-tens | 370 - Education |
discipline | Allgemeines Pädagogik Informatik |
edition | 1. ed. |
format | Book |
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genre | (DE-588)4188171-0 Verzeichnis gnd-content |
genre_facet | Verzeichnis |
id | DE-604.BV037426922 |
illustrated | Illustrated |
indexdate | 2024-07-09T23:24:07Z |
institution | BVB |
isbn | 9780470462737 0470462736 |
language | English |
lccn | 2009025589 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-022579087 |
oclc_num | 695860152 |
open_access_boolean | |
owner | DE-384 DE-91 DE-BY-TUM DE-706 |
owner_facet | DE-384 DE-91 DE-BY-TUM DE-706 |
physical | XXXIV, 533 S. Ill., graph. Darst. 25 cm |
publishDate | 2009 |
publishDateSearch | 2009 |
publishDateSort | 2009 |
publisher | Pfeiffer |
record_format | marc |
series2 | Pfeiffer essential resources for training and HR professionals |
spelling | Aldrich, Clark 1967- Verfasser (DE-588)137252005 aut The complete guide to simulations and serious games how the most valuable content will be created in the age beyond Gutenberg to Google Clark Aldrich Complete guide to simulations & series games 1. ed. San Francisco, CA Pfeiffer 2009 XXXIV, 533 S. Ill., graph. Darst. 25 cm txt rdacontent n rdamedia nc rdacarrier Pfeiffer essential resources for training and HR professionals "An essential knowledge resource"--Jacket. -- Includes index. -- "This practical book offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games"--Provided by publisher. Simulated environment (Teaching method) Electronic games Simulation (DE-588)4055072-2 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Wortschatz (DE-588)4126555-5 gnd rswk-swf Lernspiel (DE-588)4074167-9 gnd rswk-swf (DE-588)4188171-0 Verzeichnis gnd-content Lernspiel (DE-588)4074167-9 s Simulation (DE-588)4055072-2 s Virtuelle Realität (DE-588)4399931-1 s Wortschatz (DE-588)4126555-5 s DE-604 http://catalogimages.wiley.com/images/db/jimages/9780470462737.jpg Cover image http://www.loc.gov/catdir/enhancements/fy0913/2009025589-d.html Publisher description http://www.loc.gov/catdir/enhancements/fy0913/2009025589-t.html Table of contents only http://www.loc.gov/catdir/enhancements/fy0916/2009025589-b.html Contributor biographical information HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=022579087&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=022579087&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Aldrich, Clark 1967- The complete guide to simulations and serious games how the most valuable content will be created in the age beyond Gutenberg to Google Simulated environment (Teaching method) Electronic games Simulation (DE-588)4055072-2 gnd Virtuelle Realität (DE-588)4399931-1 gnd Wortschatz (DE-588)4126555-5 gnd Lernspiel (DE-588)4074167-9 gnd |
subject_GND | (DE-588)4055072-2 (DE-588)4399931-1 (DE-588)4126555-5 (DE-588)4074167-9 (DE-588)4188171-0 |
title | The complete guide to simulations and serious games how the most valuable content will be created in the age beyond Gutenberg to Google |
title_alt | Complete guide to simulations & series games |
title_auth | The complete guide to simulations and serious games how the most valuable content will be created in the age beyond Gutenberg to Google |
title_exact_search | The complete guide to simulations and serious games how the most valuable content will be created in the age beyond Gutenberg to Google |
title_full | The complete guide to simulations and serious games how the most valuable content will be created in the age beyond Gutenberg to Google Clark Aldrich |
title_fullStr | The complete guide to simulations and serious games how the most valuable content will be created in the age beyond Gutenberg to Google Clark Aldrich |
title_full_unstemmed | The complete guide to simulations and serious games how the most valuable content will be created in the age beyond Gutenberg to Google Clark Aldrich |
title_short | The complete guide to simulations and serious games |
title_sort | the complete guide to simulations and serious games how the most valuable content will be created in the age beyond gutenberg to google |
title_sub | how the most valuable content will be created in the age beyond Gutenberg to Google |
topic | Simulated environment (Teaching method) Electronic games Simulation (DE-588)4055072-2 gnd Virtuelle Realität (DE-588)4399931-1 gnd Wortschatz (DE-588)4126555-5 gnd Lernspiel (DE-588)4074167-9 gnd |
topic_facet | Simulated environment (Teaching method) Electronic games Simulation Virtuelle Realität Wortschatz Lernspiel Verzeichnis |
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