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| Hamlet on the Holodeck - Janet H. Murray - 1997 |
| Interactive tales, more versatile structures, stories as games, and games as stories. |
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| Serious Games - Clark C. Abt - 1970 |
| The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. |
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| Games And Simulations in Online Learning: Research and Development Frameworks - David Gibson - Clark Aldrich - Marc Prensky - 2006 |
| Examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. |
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| Digital Game-Based Learning - Marc Prensky - 2004 |
| Systematically analyzed the contexts and events of training and has synthesized a logical framework for digital game-based learning. |
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| Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning - Clark Aldrich - 2003 |
| Clark Aldrich…has written a book that will revolutionize e-learning in both education and industry. |
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| Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences - Clark Aldrich - 2005 |
| Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. |
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| Engaging Learning: Designing e-Learning Simulation Games (Pfeiffer Essential Resources for Training and HR Professionals) - Clark N. Quinn - 2005 |
| 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. |
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| Second Life: The Official Guide - Michael Rymaszewski - 2006 |
| Hit the digital ground running with Second Life: The Official Guide, the ultimate travel reference to this exciting new "metaverse." Get all the information you'll need to create your avatar, navigate the landscape, and build your in-World business to produce real-world profits. |
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| Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter - Steven Johnson - 2005 |
| In his fourth book, Everything Bad Is Good for You, iconoclastic science writer Steven Johnson (who used himself as a test subject for the latest neurological technology in his last book, Mind Wide Open) takes on one of the most widely held preconceptions of the postmodern world--the belief that video games, television shows, and other forms of popular entertainment are detrimental to Americans' cognitive and moral development. Everything Good builds a case to the contrary that is engaging, thorough, and ultimately convincing. |
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aac74 |
Latest page update: made by aac74
, Apr 23 2007, 7:29 AM EDT
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