Editorial Advisory Board.
Table of Contents.
Detailed Table of Contents.
1: Defining the Context.
2: A Simulation Primer.
3: Digital Simulation in Teaching and Learning.
4: Virtual Spaces for Teaching and Learning.
5: Computers and the End of Progressive Education.
6: Design Considerations.
7: Combining Instructional Design and Game Design.
8: The Narrative Event Diagram: A Tool for Designing Professional Simulations.
9: Modeling Classroom Behaviors in Software Agents.
10: Design Principles for Interactive Learning Environments with Embedded Formative Assessments.
11: Hybrid 2D/3D Development of Interactive Simulations.
12: Using Case Studies as the Narrative to Game Design and Development.
13: Case Studies Focused on Improving Teaching.
14: Exploring Teacher Problem Solving Using Simulation.
15: A Simulation for Improving Teachers' Motivational Skills.
16: Designing Commercial Simulations for Teachers.
17: Simulating Teaching Experience with Role–Play.
18: Simclass: Simulate Your Class before You Teach.
19: Using Digital Games to Develop Ethical Teachers.
20: Modeling in the Classroom Using Squeak Etoys.
21: Case Studies Focused on Student Learning.
22: Alternate Reality Games as Simulations.
23: Supporting Open–Ended Programming Assignments.
24: Cognitive Apprenticeship Inspired Simulations.
25: Learning by Doing via Game Making.
26: Engaging Graduate Students in Development.
27: Modding Neverwinter Nights Into Serious Games.
28: Changing Middle School Science through Steam.
30: Complex Systems Concepts in Simulations.
Compilation of References.
About the Contributors.