LIS SIM Books
From SLIS Second Life Wiki
Aldrich, C. (2005). Learning by doing: A comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. Jossey-Bass.
"Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book." http://www.amazon.com/Learning-Doing-Comprehensive-Simulations-Educational/dp/0787977357
Aldrich, C. (2003). Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. Pfeiffer.
http://www.amazon.com/Simulations-Future-Learning-Innovative-Revolutionary/dp/0787969621
Story and Simulations for Serious Games: Tales from the Trenches (Paperback) by Nicholas Iuppa (Author), Terry Borst (Author) http://www.amazon.com/Story-Simulations-Serious-Games-Trenches/dp/024080788X
"How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations."