Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

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Author :
Publisher : Lulu.com
ISBN 13 : 0359984010
Total Pages : 584 pages
Book Rating : 4.3/5 (599 download)

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Book Synopsis Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond by : Karen Schrier

Download or read book Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond written by Karen Schrier and published by Lulu.com. This book was released on 2019-11-14 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

Teaching in the Game-Based Classroom

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Author :
Publisher : CRC Press
ISBN 13 : 1000411737
Total Pages : 188 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Teaching in the Game-Based Classroom by : David Seelow

Download or read book Teaching in the Game-Based Classroom written by David Seelow and published by CRC Press. This book was released on 2021-07-12 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

We the Gamers

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Publisher : Oxford University Press
ISBN 13 : 0190926139
Total Pages : 224 pages
Book Rating : 4.1/5 (99 download)

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Book Synopsis We the Gamers by : Karen Schrier

Download or read book We the Gamers written by Karen Schrier and published by Oxford University Press. This book was released on 2021-04-30 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Disruptive Technologies in Education and Workforce Development

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Author :
Publisher : IGI Global
ISBN 13 :
Total Pages : 369 pages
Book Rating : 4.3/5 (693 download)

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Book Synopsis Disruptive Technologies in Education and Workforce Development by : Delello, Julie A.

Download or read book Disruptive Technologies in Education and Workforce Development written by Delello, Julie A. and published by IGI Global. This book was released on 2024-07-17 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: The education sector and workforce each face significant challenges in adapting to the unprecedented pace of technological advancement. Integrating artificial intelligence (AI), big data analytics, and other disruptive technologies is reshaping job roles and even entire industries, creating a pressing need for individuals and institutions to keep pace with these transformations. However, understanding and harnessing these technologies' potential can be daunting, especially without comprehensive resources that provide insights into their multifaceted impacts. Disruptive Technologies in Education and Workforce Development offers a comprehensive solution by exploring the profound implications of disruptive and emerging technologies. This book provides a roadmap for educators, policymakers, and professionals seeking to navigate the complexities of the digital age. The book focuses on innovative teaching and learning approaches, equipping readers with the knowledge and strategies to leverage these technologies effectively.

Handbook of Research on Supporting Social and Emotional Development Through Literacy Education

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Author :
Publisher : IGI Global
ISBN 13 : 1799874664
Total Pages : 571 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Supporting Social and Emotional Development Through Literacy Education by : Tussey, Jill

Download or read book Handbook of Research on Supporting Social and Emotional Development Through Literacy Education written by Tussey, Jill and published by IGI Global. This book was released on 2021-06-25 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.

Disciplinary Literacy Connections to Popular Culture in K-12 Settings

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Author :
Publisher : IGI Global
ISBN 13 : 1799847225
Total Pages : 423 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Disciplinary Literacy Connections to Popular Culture in K-12 Settings by : Haas, Leslie

Download or read book Disciplinary Literacy Connections to Popular Culture in K-12 Settings written by Haas, Leslie and published by IGI Global. This book was released on 2020-11-13 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Immersive Learning

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Publisher : Rowman & Littlefield
ISBN 13 : 1475857950
Total Pages : 171 pages
Book Rating : 4.4/5 (758 download)

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Book Synopsis Immersive Learning by : Craig Frehlich

Download or read book Immersive Learning written by Craig Frehlich and published by Rowman & Littlefield. This book was released on 2020-09-10 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most people want to reach their maximum potential; and the use of tools are no different. Some say power is influence. If this is true, then virtual reality has “superpowers” because of its ability to make the unreal viscerally real, engaging and immersive. Thanks to these powers VR can influence and affect education in ways that no technology tool has in the past. This book will help people understand the power and true potential of virtual reality (or VR). The prime directive of this book is to provide educators with a way of thinking about how to use virtual reality in education in order to reveal its true superpowers. And, to arm educators with several hands-on lessons to get them started on implementing VR as a tool to enhance learning outcomes. Ultimately, the book aims to have educators clearly understand VR’s role in transforming education, thus reaching its maximum potential.

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

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Author :
Publisher : CRC Press
ISBN 13 : 1000818942
Total Pages : 299 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning by : David Seelow

Download or read book Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning written by David Seelow and published by CRC Press. This book was released on 2022-12-21 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 233 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Video Games and Learning

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Publisher : Teachers College Press
ISBN 13 : 9780807751992
Total Pages : 0 pages
Book Rating : 4.7/5 (519 download)

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Book Synopsis Video Games and Learning by : Kurt Squire

Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

21st Century Skills

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Publisher : John Wiley & Sons
ISBN 13 : 1118157060
Total Pages : 263 pages
Book Rating : 4.1/5 (181 download)

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Book Synopsis 21st Century Skills by : Bernie Trilling

Download or read book 21st Century Skills written by Bernie Trilling and published by John Wiley & Sons. This book was released on 2012-02-07 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: This important resource introduces a framework for 21st Century learning that maps out the skills needed to survive and thrive in a complex and connected world. 21st Century content includes the basic core subjects of reading, writing, and arithmetic-but also emphasizes global awareness, financial/economic literacy, and health issues. The skills fall into three categories: learning and innovations skills; digital literacy skills; and life and career skills. This book is filled with vignettes, international examples, and classroom samples that help illustrate the framework and provide an exciting view of twenty-first century teaching and learning. Explores the three main categories of 21st Century Skills: learning and innovations skills; digital literacy skills; and life and career skills Addresses timely issues such as the rapid advance of technology and increased economic competition Based on a framework developed by the Partnership for 21st Century Skills (P21) The book contains a video with clips of classroom teaching. For more information on the book visit www.21stcenturyskillsbook.com.

100 Fun & Easy Learning Games for Kids

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Publisher : Page Street Publishing
ISBN 13 : 1624141978
Total Pages : 211 pages
Book Rating : 4.6/5 (241 download)

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Book Synopsis 100 Fun & Easy Learning Games for Kids by : Amanda Boyarshinov

Download or read book 100 Fun & Easy Learning Games for Kids written by Amanda Boyarshinov and published by Page Street Publishing. This book was released on 2016-05-24 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn While You Play With These Fun, Creative Activities & Games From two experienced educators and moms, 100 Fun & Easy Learning Games for Kids prepares your children to thrive in school and life the fun way by using guided play at home to teach important learning topics—reading, writing, math, science, art, music and global studies. Turn off the TV and beat boredom blues with these clever activities that are quick and easy to set up with common household materials. The huge variety of activities means you can choose from high-energy group games full of laughter and delight, or quiet activities that kids can complete on their own. All activities highlight the skill they teach, and some are marked with a symbol whether they are good for on-the-go learning or if they incorporate movement for kids to get their wiggles out. In Zip-Line Letters, children learn letter sounds as the letters zoom across the room. In Parachute Subtraction, place foam balls in a parachute, then kids shake the parachute and practice subtraction as they count how many balls fall off. Kids will have so much fun, they won’t even realize they’re gaining important skills! The activities are easy to adapt for all ages and skill levels. 100 Fun & Easy Learning Games for Kids is the solution for parents—as well as teachers, caregivers or relatives—to help kids realize how fun learning can be and develop what they’ll need to do well wherever life takes them.

How Learning Works

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Publisher : John Wiley & Sons
ISBN 13 : 0470617608
Total Pages : 336 pages
Book Rating : 4.4/5 (76 download)

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Book Synopsis How Learning Works by : Susan A. Ambrose

Download or read book How Learning Works written by Susan A. Ambrose and published by John Wiley & Sons. This book was released on 2010-04-16 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Praise for How Learning Works "How Learning Works is the perfect title for this excellent book. Drawing upon new research in psychology, education, and cognitive science, the authors have demystified a complex topic into clear explanations of seven powerful learning principles. Full of great ideas and practical suggestions, all based on solid research evidence, this book is essential reading for instructors at all levels who wish to improve their students' learning." —Barbara Gross Davis, assistant vice chancellor for educational development, University of California, Berkeley, and author, Tools for Teaching "This book is a must-read for every instructor, new or experienced. Although I have been teaching for almost thirty years, as I read this book I found myself resonating with many of its ideas, and I discovered new ways of thinking about teaching." —Eugenia T. Paulus, professor of chemistry, North Hennepin Community College, and 2008 U.S. Community Colleges Professor of the Year from The Carnegie Foundation for the Advancement of Teaching and the Council for Advancement and Support of Education "Thank you Carnegie Mellon for making accessible what has previously been inaccessible to those of us who are not learning scientists. Your focus on the essence of learning combined with concrete examples of the daily challenges of teaching and clear tactical strategies for faculty to consider is a welcome work. I will recommend this book to all my colleagues." —Catherine M. Casserly, senior partner, The Carnegie Foundation for the Advancement of Teaching "As you read about each of the seven basic learning principles in this book, you will find advice that is grounded in learning theory, based on research evidence, relevant to college teaching, and easy to understand. The authors have extensive knowledge and experience in applying the science of learning to college teaching, and they graciously share it with you in this organized and readable book." —From the Foreword by Richard E. Mayer, professor of psychology, University of California, Santa Barbara; coauthor, e-Learning and the Science of Instruction; and author, Multimedia Learning

Information Literacy Beyond Library 2.0

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Publisher : Facet Publishing
ISBN 13 : 1856047628
Total Pages : 289 pages
Book Rating : 4.8/5 (56 download)

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Book Synopsis Information Literacy Beyond Library 2.0 by : Peter Godwin

Download or read book Information Literacy Beyond Library 2.0 written by Peter Godwin and published by Facet Publishing. This book was released on 2012-03-23 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers practical strategies for all library and information practitioners and policy makers with responsibility for developing and delivering information literacy programmes to their users. This new book picks up where the best-selling Information Literacy meets Library 2.0 left off. In the last three years the information environment has changed dramatically, becoming increasingly dominated by the social and the mobile. This new book asks where we are now, what is the same and what has changed, and, most crucially, how do we as information professionals respond to the new information literacy and become a central part of the revolution itself? The book is divided into three distinct sections. Part 1 explores the most recent trends in technology, consumption and literacy, while Part 2 is a resource bank of international case studies that demonstrate the key trends and their effect on information literacy and offer innovative ideas to put into practice. Part 3 assesses the impact of these changes on librarians and what skills and knowledge they must acquire to evolve alongside their users. Some of the key topics covered are: • the evolution of ‘online’ into the social web as mainstream • the use of social media tools in information literacy • the impact of mobile devices on information literacy delivery • shifting literacies, such as metaliteracy, transliteracy and media literacy, and their effect on information literacy. Readership: This is essential reading for all library and information practitioners and policy makers with responsibility for developing and delivering information literacy programmes to their users. It will also be of great interest to students of library and information studies particularly for modules relating to literacy, information behaviour and digital technologies.

Resources in Education

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Publisher :
ISBN 13 :
Total Pages : 764 pages
Book Rating : 4.U/5 (183 download)

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Book Synopsis Resources in Education by :

Download or read book Resources in Education written by and published by . This book was released on 2001 with total page 764 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Digital Hand, Vol 3

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Author :
Publisher : Oxford University Press
ISBN 13 : 019029017X
Total Pages : 496 pages
Book Rating : 4.1/5 (92 download)

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Book Synopsis The Digital Hand, Vol 3 by : James W. Cortada

Download or read book The Digital Hand, Vol 3 written by James W. Cortada and published by Oxford University Press. This book was released on 2007-11-06 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The third volume of The Digital Hand, James W. Cortada completes his sweeping survey of the effect of computers on American industry, turning finally to the public sector, and examining how computers have fundamentally changed the nature of work in government and education. This book goes far beyond generalizations about the Information Age to the specifics of how industries have functioned, now function, and will function in the years to come. Cortada combines detailed analysis with narrative history to provide a broad overview of computings and telecommunications role in the entire public sector, including federal, state, and local governments, and in K-12 and higher education. Beginning in 1950, when commercial applications of digital technology began to appear, Cortada examines the unique ways different public sector industries adopted new technologies, showcasing the manner in which their innovative applications influenced other industries, as well as the U.S. economy as a whole. He builds on the surveys presented in the first volume of the series, which examined sixteen manufacturing, process, transportation, wholesale and retail industries, and the second volume, which examined over a dozen financial, telecommunications, media, and entertainment industries. With this third volume, The Digital Hand trilogy is complete, and forms the most comprehensive and rigorously researched history of computing in business since 1950, providing a detailed picture of what the infrastructure of the Information Age really looks like and how we got there. Managers, historians, economists, and those working in the public sector will appreciate Cortada's analysis of digital technology's many roles and future possibilities.

The Complete Guide to Simulations and Serious Games

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470506741
Total Pages : 578 pages
Book Rating : 4.4/5 (75 download)

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Book Synopsis The Complete Guide to Simulations and Serious Games by : Clark Aldrich

Download or read book The Complete Guide to Simulations and Serious Games written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-09-17 with total page 578 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work 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. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.