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Clark Aldrich On Simulations and Serious Games

Field Notes from a Simulation Designer | Speaker | Thought Leader | Analyst | Strategist | Author for Hire (My Bio)

16.11.06

lab: realizing that theory isn't as useful as theorists hope

The Genre of using a place to accomplish a stated goal by demonstrating a working knowledge, gained through repeatedly practicing and observing, of:

  • what actions are available,
  • how the actions impact the relevant systems (possibly including units, Maps, and Processes), and,
  • then how those systems produce results.

Labs should have some, but not complete, fidelity to the real-world situation.

Labs can have both Pedagogy and Coaching and structure (in the form of Tasks and Levels).

See also developing skills in the simulation, mastery level.

 

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March 24, 2009

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Congratulations to WILL Interactive's CEO, Sharon Sloane

Let me add my heartfelt congratulations to WILL Interactive's CEO, Sharon Sloane, who recently was selected by the Board of Directors of Women in Film and Video (WIFV) - Washington as a winner of the Women of Vision Award for 2009. (Previous winners include Cicely Tyson, Leslie Stahl, Barbara Koppel, Tipper Gore, Gwen Ifill and Tyne Daly.)

Sharon is a wonderful person and WILL Interactive is a great and pioneering simulation creator. I believe WILL Interactive may produce the most honest experiences that the training industry has ever seen, and have taken the genre of branching video to the highest possible level. Again, congratulations to Sharon, Lyn, and everyone at WILL Interactive. This is well deserved.

About Clark Aldrich

I am a simulation designer, researcher, and analyst working with a growing list of international clients from corporate, military, government, and academic environments to effectively plan, build, use, and evaluate simulations, serious games, and virtual worlds.

I also work as an analyst on non-simulation projects, applying the Sim research philosophy, to improve the effectiveness of more traditional consulting and business planning and create innovative intellectual property.

I work with clients however it suits them, from end-to-end design and delivery, to long term/part time projects, to one day jump-starting/brainstorming/mid-course correction on critical projects, to board positions. Email me as independent consultant or about my part-time contract work for SimuLearn.

Below are some of my projects:

600 Page The Complete Guide to Simulations and Serious Games Available for Pre-Order

The Complete Guide to Simulations and Serious Games, a reference for creating sims, is slated for a late summer, 2009 release date.

It is 600 pages long, and has over 350 pictures. But as with any good reference book, The Guide is structured to not necessarily be read straight through (although you can), but to be explored. It is organized as a virtual world might be, meticulously, logically, but not assuming any prescribed path. One can pick a section and devour it, or hop around. One can start with one specific concept, zoom out a little and read about tangential concepts, transport to a new section, and then come back, bringing new perspectives even to previously read entries. It is your journey.

I believe for some corporate, military, and academic researchers and sims designers, it will meet the same role as Webster's Dictionary (Noah Webster was an ancestor of mine) and The Elements of Style by William Strunk and E. B. White (no relation) met for others, as a definitive reference. Much as The Elements of Style doesn't give "the answer" to how to write a great novel but does talk about using paragraphs, chapters, tone, and punctuation, this guide talks about using levels, displays, units on maps, artificial intelligence and other interactive systems, and balance between engagement and education for interactive content.

And for policy and economics leaders, as well as entrepreneurs and philanthropists, it redfines the concept of what knowledge and other intellectual property can be captured and shared.



Learning Online with Games, Simulations, and Virtual Worlds also available for Pre-Order

Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction, is now available for pre-order on Amazon. This book goes into selection and implementation detail around Highly Interactive Virtual Environments. Along the way, it prepares instructors for the new challenges of developing a true culture of interactivity and helping students "learn to do" not just "learn to know."

Army Influence Trainer Released

Army Influence Trainer, for which I am the lead designer, is the second part of a series of mini-game style simulations designed to teach soldiers the use of specific influencing techniques. AIT uses first person avatars generated through motion capture, interspersed with fast-paced games, all delivered via pure Adobe Flash for maximum portability.

I am currently the lead designer for the prequel, Advanced Army Influence Trainer, which is in progress.

Learning By Doing Available

Learning by Doing is the award-winning textbook to soft-skills simulation genres, widely considered as the indstry standard reference for corporations, academics, and militaries.

Simulations and the Future of Learning Available

Simulations and the Future of Learning is an award-winning, detailed, first person case study of the creation of Virtual Leader, a concept car for the future of education that has since been proven to develop Leadership as determined by rigorous outside research, and awarded a patent and the title "The Best Online Training Product of the Year."

Virtual Leader Product Line Available

SimuLearn's Virtual Leader Global Product Line, for which I was the lead designer, is available. Virtual Leader is the winner of countless awards and recognitions, including a patent and the title "The Best Online Training Product of the Year," and the world's first example of a new type of educational content. Through the AI and interface that I designed for the program, Virtual Leader develops leadership and emotional intelligence in players, as has been proven and documented in numerous third party published research. While I was not involved with the subsequent vLeader line, others at SimuLearn have taken the core product and my supporting content and put some interesting new packaging and additional material around it.

Topic Headings

  • Simulation Elements (128)
  • Formal Learning Program (53)
  • Pedagogy and Coaching (50)
  • Game Elements (49)
  • Display (43)
  • Work Processes (37)
  • Learning Goals (35)
  • Social Networking (35)
  • Actions (33)
  • Topic Heading (29)
  • Communities (28)
  • Middle Skills (28)
  • Basic Inputs (26)
  • Program Steps (26)
  • Linear Content (25)
  • Genres (22)
  • State Based Systems and Models (22)
  • VL Thread (21)
  • Big Skills (20)
  • Commentary (19)
  • Evaluation Strategies (17)
  • Desired Results (16)
  • Informal Learning (15)
  • Research and Analysis Process (13)
  • Examples (10)
  • Program Goals (10)

Blog Archive

  • ▼ 09 (34)
    • ▼ 7 (2)
      • Join me for a free webinar about HIVEs on Tuesday,...
      • Great free branching story authoring tool called T...
    • ► 6 (4)
      • The first thing to do is fire the old training gua...
      • Four Intellectual Traps for Understanding Learning...
      • Using an interface to motivate players to wait
      • Learn more about HIVEs in the June/July special is...
    • ► 5 (8)
      • A Proposed Simulation Assessment Methodology
      • The top five reasons why computer game designers s...
      • Alan Kay and human universals vs. non-universals
      • Podcasts for the Learning and Entertainment Evolut...
      • What is the difference between a game and a simula...
      • Clip of Japanese Version of Virtual Leader
      • The Competition between 21st Century Skills vs. Re...
      • The Need for Sleep to Process Information in a Sim...
    • ► 4 (3)
      • The Change In The Seven C's of Formal Learning: (C...
      • Grappling with an Assessment Framework for HIVEs
      • My interview with Harvard Business School Publishi...
    • ► 3 (5)
      • Creating Artificial Personalities, not necessarily...
      • My fourth book, Learning Online with Games, Simula...
      • Need Help in Collecting Examples and Methodologies...
      • Virtual Worlds, Games, and Simulations: The Challe...
      • Commentary: What if math is really sloppy and inac...
    • ► 2 (8)
      • trigger: the question is, what changes everything?...
      • Spend some time engaging some of the best sims in ...
      • Venn diagram
      • Beware the Dark Facilitator
      • Commentary: On Practice
      • books: white bread for the mind
      • Clark Aldrich and Phaedra Boinidiris on IBM Seriou...
      • The Emerging Unifying View of Highly Interactive V...
    • ► 1 (4)
      • inspiration example / inspirational story: the use...
      • sourcing, contracting, and outsourcing: George Was...
      • Schools are controlled by the people who mastered ...
      • The challenge of making dynamic dialogue in a sim
  • ► 08 (59)
    • ► 12 (4)
      • 15 Most Important Generic Questions to ask Subject...
      • How to schedule limited "live" classroom time to s...
      • Making the camera part of the action
      • Oh, this is what happens when you cut out soft ski...
    • ► 11 (6)
      • The Cost of a Computer Game vs. The Cost of a Seri...
      • A Business Analysis Example of Actions, Systems, a...
      • Don't want to read "Simulations and the Future of ...
      • open-ended level design
      • An Insider's View on the Reason Why Most Research ...
      • Gestures as basic inputs
    • ► 10 (6)
      • In praise of a good progress bar
      • The Flow of Skills
      • Is corporate training always done on employees' fr...
      • In a Sim, do you let players limp along?
      • Four immutable rules for a sim's first level
      • Technology test page
    • ► 9 (6)
    • ► 8 (14)
    • ► 7 (11)
    • ► 6 (3)
    • ► 5 (2)
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