
- 250 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
Short Sims: A Game Changer explores the design concepts, dialogue, and formatting of interactive simulations. Interactivity is the key to effective educational media in schools, corporations, the military, and government. However, challenges like ineffective linear content or expenses can derail the product. This book provides a proven methodology to guide anyone through the steps of quickly creating highly engaging and responsive content. The process combines decades of research and implementations with leading organizations (Bill & Melinda Gates Foundation, Harvard Business School Publishing, Visa, State Department) with new tools that have just emerged.
Key Features
- This book provides numerous code examples to illustrate how to put the techniques into practice.
- It includes expanded introductions to mathematics fundamental to computer graphics and game development.
- Graphics and physics are covered in introductory overviews.
Author Bio
Clark Aldrich is an education technology thought leaderāthe author of six books and developer of patent and award-winning projects. He currently builds custom Short Sims for organizations using a revolutionary methodology he has pioneered, or helps them build their own, through www.shortsims.com. He is also the host of an audio series called Education X Media (www.edbymedia.com) about evolving pedagogy in academics, corporations, and the military. ? He has been called a "guru" by Fortune Magazine and a "maverick" by CNN. Aldrich and his work have been featured in hundreds of other sources, including CBS, ABC, The New York Times, USA Today, the Associated Press, Wall Street Journal, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Report. He has written monthly columns for Training Magazine and Online Learning Magazine. Previously, he was the founder and former director of research for Gartner's e-learning coverage. Earlier in his career, he worked on special projects for Xerox' executive team. He also served for many years as the Governor's representative on the education task force Joint Committee on Educational Technology, volunteered on several non-profit organizations aimed at child advocacy, and has served on numerous boards. He earned from Brown University a degree in cognitive science (during which he also taught at a leading environmental education foundation). He grew up in Concord, Massachusetts, and is the ninth great-grandson of Governors John Winthrop and Thomas Dudley, first and second governors of the Massachusetts Bay Colony, and Captain Walter Neale, the first colonial governor of lower New Hampshire.
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Information
1
The Short Sim
A Game Changer
The Necessity of Interactivity
- Interactivity can allow the learner to experimentāand be creative, devious, or destructiveāand see what happens.
- Interactivity can allow a learner to customize their experience, from engaging optional levels, to asking for more information only when needed, to choosing their preferred business or industry.
- Interactivity allows online role-plays, trying on different strategies and personalities.
- Interactivity allows the opportunity for participants to learn and deftly apply skills.
- And of course, interactivity can test a learner, to be sureāits current primary didactic use.
- Simulations: Functioning models of something else, designed for accuracy and predictiveness
- Educational simulations: Abstracted simulations with additional framing content, designed to develop skills or understanding in a user (e.g., flight simulators).
- Serious games: Educational material with additional framing content designed to make the learning fun and/or addictive, or games with educational elements (e.g., game shows or SimCity).
- Gamification: The use of framing content designed to make any activity more like a game and/or addictive.
- Sims: Interactive educational experiences that include both educational simulations and serious games.
- Short Sims: A sim distilled to its educational essence in content, design, and production.
The Barriers

Until Now

Yes, But What Are Short Sims?
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Table of Contents
- Foreword
- Preface
- Author
- 1 The Short Sim: A Game Changer
- 2 Short Sim Example: Be a Hacker
- 3 Seven Short Sim Design Principles
- 4 Planning Assumptions and Expectations
- 5 Identify the Audience and Broad Topic Parameters
- 6 Research, Including Subject Matter Expert Interviews
- 7 Blocking Out a Simple Short Sim āØ
- 8 Getting Feedback
- 9 Types of Short Sims
- 10 Coaches, Settings, and the Value of Efficiency
- 11 Examples of Inculcating New Ways of Thinking
- 12 On Levels
- 13 Case Study: Creating a Short Sim Lab on Demand Curves
- 14 Short Sim Example: Carpool (And Techniques to Align Behaviors in a Sim to Real-World Behaviors)
- 15 Introduction to Advanced Universal Techniques
- 16 Example: Learning Curves with Complex Topics
- 17 Role-Plays, from Simple to Complex
- 18 Example: Openish-Ended Labs Around Supply and Demand
- 19 Examples of Sandboxes and Other Exploration of Interesting Systems
- 20 Endings
- 21 Assessments and Measuring Learning and Engagement
- 22 Case Study: Creating a Simple Business Simulator
- 23 Conclusion
- Appendix 1: Text Style Guide
- Appendix 2: Examples of Learning Goals and Program Goals
- Appendix 3: Broad List of Possible Subject Matter Expert Questions
- Appendix 4: Be a Hacker Walk-Through
- Appendix 5: Short Walk-Through of Visual Problem Identification
- Appendix 6: Simple Business Simulator Walk-Through
- Glossary
- Index