Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments, 1st Edition

  • Published By:
  • ISBN-10: 1605663239
  • ISBN-13: 9781605663234
  • Grade Level Range: College Freshman - College Senior
  • 514 Pages | eBook
  • Original Copyright 2008 | Published/Released July 2009
  • This publication's content originally published in print form: 2008

  • Price:  Sign in for price



Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
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.
29: Epilogue.
30: Complex Systems Concepts in Simulations.
Compilation of References.
About the Contributors.