Short Sims A Game Changer 1st Edition by Clark Aldrich – Ebook PDF Instant Download/Delivery: 1000036359, 978-1000036350
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Product details:
ISBN 10: 1000036359
ISBN 13: 978-1000036350
Author: Clark Aldrich
Short Sims A Game Changer 1st Table of contents:
1. The Short Sim: A Game Changer
- The Necessity of Interactivity
- The Barriers
- Until Now
- Yes, But What Are Short Sims?
- Short Sim Authoring Tools
- Quick Start Guide
- “Low-Hanging” Learning Objectives
- Going Beyond Early Examples
- For Whom Is This Book and What Does It Cover?
2. Short Sim Example: Be a Hacker
- Overview
- A Walk-through (Spoiler Alert)
- Some Design Notes
- A Single Story “Beat” Connects Beginning and End
- The Core Mechanic
- Restrained Design
- Non-Directive Learning
- Replayability
- Play a Few More Short Sims
- The Outlines of a New Design Philosophy
3. Seven Short Sim Design Principles
- Build Competence and Conviction through Player Actions
- Quick and Easy to Engage and Replayable
- Quick to Build, Easy to Update
- Rigorous Underlying Model
- Coexist with Other Educational Content
- Collaborative Not Directive Leadership: Think Sim as Assistant
- Simple Mechanics and Open-Ended Creativity
- Short Sims are Perfect for…
- Corporate Training Groups
- Traditional Media Producers
- Training Content Producers
- Schools
- Assessment
- Companies Seeking Cultural Influence
- Breaking with Academia’s Dark Ages
4. Planning Assumptions and Expectations
- Estimating Time to Creation
- Time Sucks
- Short Sim Roles and a Sample Designer Schedule for Outsourcers
- Example of Ranges in Time Frames
- Other Planning Best Practices
- Sometimes, a Leap
5. Identify the Audience and Broad Topic Parameters
- A Broader Audience
- The Tolerance for Ambiguity
- Use Beyond the Original Goal
- Narrow the Topic
- Competence and Conviction
6. Research, Including Subject Matter Expert Interviews
- Do Outside Research
- Interview the Subject Matter Experts
- On Experts’ Use of Visual Metaphors
7. Blocking Out a Simple Short Sim
- A Review of Basic Sim Authoring
- First, Create Notes
- Storyboarding
- Levels
- Calibrating the Flow
- Refine and Add Interactivity
- (At Some Point) Create an Introduction
- Wrap Up
8. Getting Feedback
- Feedback During the Initial Design
- Set Up Temporary Links
- The Best Tool: In-Sim Commenting Tools
- A Marked-Up Word Document
- Directions for Commenters
- Play Through with the Clients
- During the Pilot Stage
- For Playtesters during the Pilot Stage
- For SMEs and Sponsors of Complex Sims during the Pilot Stage
- Feedback After Launch
- Embracing Mistakes
9. Types of Short Sims
- Inculcate a New Way of Thinking
- Teach Predictable Processes
- Present Labs
- Show Complex Processes
- Allow Exploration of Interesting Systems
- Present Complex Role Plays
10. Coaches, Settings, and the Value of Efficiency
- Often, a Coach
- Creating Situations and Characters
- Consider Bare Stories
- Also Keep All Names Descriptive and Back-Stories Lean
- Consider Strong Characters
- A Commitment to Efficiency
- Minimize the Creation of Customized Media
- Use Alternative Text Characters (Judiciously) to Add Emphasis
- Use as Few Words as Possible
- Efficient Structures
- Useful Across All Types
11. Examples of Inculcating New Ways of Thinking
- Creating a New Starting Point
- Storyboard (Spoilers)
- Techniques of Note
- Example: Combining New Way of Thinking and Predictable Process
12. On Levels
- The Zen of Level 1
- Using Bottlenecks (i.e., What Happens in Level 3, Stays in Level 3)
- Create a Few Traps
- A Learning Curve
- Make Sure Players Know, When They Failed, Why. Exactly
- Decisions Should Have Stakes
- Be Cautious When Presenting “Wrong Answers” Not to Reinforce a Mistake
- Balancing Lecture and Lab: On the Philosophy of Right Seat and Left Seat
- Be Player-Centric
- Keep the Player Active by Breaking Up Long Passages
- Don’t Break the Player’s Flow
13. Case Study: Creating a Short Sim Lab on Demand Curves
- Introduction
- Understand the Topic and the Objectives for the Short Sim
- Create a Visual and Intuitive Microcosm
- A Few Actions and a Simple Interface
- Level One: The Introduction to the Lab
- Introduce Interactivity
- Consistency
- Level Two: The Core Lab
- On Tone and an Ideal Way to Learn
- On Using PowerPoint and Borrowing from Comic Strips
- Conclusion
14. Short Sim Example: Carpool (And Techniques to Align Behaviors in a Sim to Real-World Behaviors)
- Overview
- The Challenges and the Needs to Line Up with the Real World
- Big Decisions Hidden Among Small Decisions
- Unforced Decisions
- Consider Visual Decision-Making to Obscure the Right Answer
- Interrupting Short-Term Success
- Consider Generic Descriptions to Obscure the Right Answer
- Being Influenced by Others
- Never Force the Player to Be Immoral or to Make a Mistake They Would Not Make in the Productive World
- On Conviction Building
15. Introduction to Advanced Universal Techniques
- Storyboarding and the Language of Cinema
- Levels That Can Be Accessed in Any Order
- Easter Eggs
16. Example: Learning Curves with Complex Topics
17. Role-Plays, from Simple to Complex
- To this One-On-One Framework, We Can Easily Make Additions
- With Multiple Characters
- Pushing Further: A Case Study
- Define Success and Failure
- Story Beats
- The Theory of the Case
- Rigorous Design
18. Example: Openish-Ended Labs Around Supply and Demand
- A Wide Range
19. Examples of Sandboxes and Other Exploration of Interesting Systems
- Example One: Two-Sided Markets
- Example Two: The Distribution Sim
- Example Three: The Four P’s of Marketing
- Background History: My Personal Journey to Short Sims
- On Rigor
20. Endings
- What Happens Next
- Explicit Lessons Learned
- Scores and Stars
- And a Chance to Try Again
- Not All Failures Should Require Restarting the Entire Sim
- A Good Taste
21. Assessments and Measuring Learning and Engagement
- Assessment Short Sims
- How Assessment Short Sims Are Similar to Educational Short Sims
- Learning/Assessment Objectives
- Research
- Situation
- Stories and Levels
- Decisions
- How Assessment Short Sims Are Different than Educational Short Sims
- Planning Questions
- Scoring Mechanism
- Lack of Feedback/Lack of Ability to Start Over or Replay Segment
- Rolling with Punches
- The Introduction
- Assessments Are a Perfect Use of Short Sims
- Measuring Learning and Learner Engagement
- Learners’ Performance
- Measuring Moments of Truth
- Measuring Habits
- Factor in Confidence and Conviction Levels
- Factor in Demographic Information
- Factor in Real-World Data
- Engagement
- Other Uses of Tracking Beyond Traditional Assessment
- TADA (Teaching and Data Acquisition)
- Culture Dashboard
- Uncovering Biases
- Retries as a Surrogate Metric for Fun
- And More
- Organizations That Care About Metrics Will Prefer Short Sims
22. Case Study: Creating a Simple Business Simulator
- Introduction
- A Growing Restaurant Chain, with a Technology Tree
- Attribute Level Names
- Conclusion
23. Conclusion
Appendices
- 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
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