最近海外で刊行されたシリアスゲーム関連書2010(2)

 少し前に書きかけてすっかり忘れていましたが、海外で刊行されたシリアスゲーム、ゲームと教育・学習に関する学術書や開発ガイド紹介の2回目です。

The
Complete Guide to Simulations and Serious Games: How the Most Valuable
Content Will be Created in the Age Beyond Gutenberg to Google

Learning
Online with Games, Simulations, and Virtual Worlds: Strategies for
Online Instruction

まず、リーダーシップトレーニングシミュレーション「Virtual Leader」のデザイナーで、「Simulations and the Future of Learning
」と「Learning by Doing
の著者として知られるクラーク・アルドリッチによるシリアスゲーム開発ガイドと解説書です。「The Complete Guide・・」の方は、500ページを超えるボリュームで、さまざまなデザインフレームワークや開発アプローチの解説を行っています。

End-to-End
Game Development: Creating Independent Serious Games and Simulations
from Start to Finish

こちらは「Story and Simulations for Serious Games」の著者による2冊目のシリアスゲーム開発ガイド本です。個人開発者向けのシリアスゲーム開発入門書といった内容です。

—以下、出版社サイトより転載—


The Complete Guide to Simulations and Serious Games 目次

Preface: The Elements of Interactivity.
Introduction: Capturing the Wisdom That Has Fallen through the Cracks of Gutenberg and Google.
The Most Important Skills.
The Campfire and the Veld.
How to Use This Book.
The Babel Problem–“Serious Games” or “Educational Simulations”.
A New Science.

PART ONE Genres: Savior or Saboteur for Literacy 2.0?
1 Sims–The New Media of “Learning to Do” Not Just “Learning to Know”.
2 Immersive Learning Simulation: Because You Can’t Learn to Ride a Bicycle from a Book.
3 Computer Games.
4 Traditional Education.

PART TWO Simulation Elements–Actions and Results: Framing The Missing Essence Of Research And Analysis.
5 Basic Actions.
6 Middle Skills–Design Patterns for More Complicated Actions.
7 Desired Results.

PART THREE Simulation Elements of Systems: Connecting Actions and Results.
8 Maps: The Context for Life.
Systems That Act as Triggers.
9 Units: How CEOs, Presidents, and Hostile Aliens View Life on Earth.
10 Artificial Intelligence Player-Agent: More Patient Than Real People.
11 State-Based Systems and Models: A Shortcut to Simulations.
12 Pure Mathematical System: The Real Stuff.
13 Work Process.
14 Big Skills: The Most Important Twenty-First-Century Skills.

PART FOUR Building Interactive Environments.
15 Linear Content.
16 Game Elements: A Spoonful of Sugar If You Can Avoid Hypoglycemic Shock.
17 Pedagogical Elements: Learn Faster and Better.
18 Tasks and Levels.
19 Display.
20 Community.
21 Basic Inputs.

PART FIVE Formal Learning Program.
22 Learning Goals.
23 Program Goals.
24 Target Audiences and Corresponding Learning and Program Goals.
Target Audience
25 When to Use Sims–Meeting Both Learning and Program Goals.
26 Educational Simulation Creation and Milestones Part 1: An Overview of Key Steps.
27
Educational Simulation Creation and Milestones Part 2: Calibrating
Skill Cones and Designing the Different Layers of Feedback.
28 The Necessary Student Experience of Frustration and Resolution.
29 Evaluation Strategies and the Analysis of Learning.
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.

Appendix: Simulation Case Studies: Do Sims Work Better Than Traditional Instruction?


Learning Online with Games, Simulations, and Virtual Worlds 目次

Part I: What Are Games, Simulations, and Virtual Worlds, and Why Should I Care?
Chapter 1: Understanding Highly Interactive Virtual Environments
Do Highly Interactive Virtual Environments Work Better?
The “Why”.
Clarifying What We Mean by Highly Interactive Virtual Environments.
Chapter 2: Embracing Interactivity.
Interactivity Levels 0 through 6.
Interactivity Levels and Leadership Models.

Chapter 3: Sims: A New Model of Content.
Simulation Elements.
Game Elements.
Pedagogical Elements.
Tasks and Levels.
Genres of Stand-Alone Sims.
Four Concluding Thoughts

Chapter 4: Highly Interactive Content from the Students’ and the Instructor’s Perspective.
Different Culture, Different Rules.
Learning to Love Frustration and Anticipate Resolution.
How Well Does the Instructor Have to Know the Sim?

Part II: Choosing and Using a Highly Interactive Virtual Environment.
Chapter 5: Identifying The Right Approach for the Right Need.
Why Use Distance Learning Programs at All?
When to Use Highly Interactive Content.
Costs Associated with HIVEs.
Chapter 6: Doing the Prep Work.
Connect with Other Interested Professionals.
Access the Content.
Infrastructure Selection Criteria.
Content Selection Criteria
Self-Paced/Single Player, Asynchronous, or Synchronous.
Trust.
Conclusion: Might Second Life Be the Interface to (Other) Sims?

Chapter 7: Integrating and Piloting.
Technical Support for Students.
Chunking Content.
Piloting.
Conclusion: The Need for Front Loading.

Chapter 8: A Brief Example of a Simulation Deployment.
Peter Shea’s Sim for Writing.
Students as Real-Time Evaluators of Sims?
Chapter 9: The Processes of Using a HIVE and the Role of Coaching.
The Setup.
On Ramp: From Real Life to Simulation.
Teaching the Interface.
First Public Simulation Play.
Putting Together Groups for Multiplayer or Team-Based Sims.
Coaching during the Student Use.
After Action Reviews.
Off Ramp: From Simulation Back to Real Life.
Into the Breach.
Chapter 10: Creating Evaluation Strategies.
Why Not Measure Experience with a Multiple-Choice Test?
Assessment Strategies.
Assessment Techniques for Grading Student Performance.
Conclusion.

Part III: Other Considerations.
Chapter
11: Selling Interactive Environments Internally–Getting Buy In from
Administrators, Department Heads, Colleagues, Parents, and even
Students.
Building Support for HIVEs.
What Does Success Look Like for You?
Epilogue: The New Attraction of Distance Learning.

End to End Game Development 目次

Introduction
Defining Independent Games, Serious Games and Simulations
Setting Up Game Development
Client Management
From Start to Finish: A Walk-Through

Step 1: Determining Project Goals
Needs Analysis:
Task Analysis:
Instructional Design:
Ongoing Documentation:

Step 2: Game Design
Determining Simulation Activities:
Concept Testing, Refinement and Documentation:
Determining Platforms and Tools:
Team Building:
Game Design vs. Instructional Design:

Step 3: Production and Authoring
Media production:
Programming:
Testing and Refining:
Project Management:

Step 4: The Finish Line
Packaging and Distribution:
Assessments:

Your Game – Version 2.0:
Case Studies
Games for Social Change:
Occupational Training Games:
Leadership and Collaboration Games:
Educational Games:
Indy Games:

以前の海外関連書紹介記事:
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