Introduction 1: The Challenge A Conversation with Three Game Gurus.
Introduction 2: Technology and Simulations: Why Timing Matters.
SECTION ONE: Building and Buying the Right Simulation in Corporations and Higher Education Today.
1. Four Traditional Simulation Genres.
2. Controlling People with Branching Stories.
3. Introduction to Systems Thinking: Interactive Spreadsheets as Simulations.
4. Making the Boring Fun: Game–Based Models.
5. Getting a Good Feel for Things: Virtual Products and Virtual Labs.
SECTION TWO: The Broader Opportunities of Simulations.
6. A More Complete Perspective: Looking to the Broader World of Educational Simulations.
7. Recognizing New Types of Scalable Content: Systems, Cyclical, and Linear.
8. The Three Essential Elements to Successful Educational Experiences: Simulations, Games, and Pedagogy.
9. Learning from Live Role Plays.
10. Role Plays Redux: The Revolutionary Role of New Technologies.
11. Using Simple, People–Based Game and Simulation Elements for Devastating Effectiveness.
12. Learning from Flight Simulators.
13. The Most Popular Simulations: Computer Games as Expectation Setters and Places to Start.
14. Computer Games Redux: The Right Model? How Right?
15. The Mosquitoes of the Educational Simulations Ecosystem: Marketing Mini–Games.
SECTION THREE: Next Gen Sims.
16. The Advent of Next Generation Simulations.
17. What If We REALLY REALLY Simulated History? First Flight: The Wright Experience Flight Simulator.
18. Virtual University and Understanding the Value of a Classroom.
19. Military + Computer Game = Full–Spectrum Experiences.
SECTION FOUR: Managing the Simulation Process.
20. When Are Simulations a Solution?
21. Researching a Simulation: A New Competency.
22. Designing a Simulation: Keys to Success.
23. Deploying an Educational Simulation: It s Not What You Think.
24. Iterations: Because You Won t Get It Right the First Time.
25. One Branching Story Business Model.
26. The Business Impact of Next Generation Simulations.
27. Conclusion: Scalable Skills (a.k.a. a Heapen Helpin o Hype).
SECTION FIVE: Appendices.
Appendix 1: Aligning the Right Instructional Solution for the Right Problem.
Appendix 2: e–Learning Architecture Considerations Today.
Appendix 3: Traditional Corporate Simulation Vendors.
Appendix 4: Advanced Techniques for Branching Stories.
Appendix 5: Advanced Techniques for Interactive Spreadsheets.
Appendix 6: Getting What You Want: The Black Art of Customizing the Four Traditional Simulation Genres.
Appendix 7: e–Learning and Computer Game Milestones.
Appendix 8: Full Interviews with Jane Boston, Warren Spector, and Will Wright.
About the Author.
Pfeiffer Publications Guide.