Book Description
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.”
Download Description
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 Con, 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.
Customer Reviews:
Learning By Doing.......2007-06-02
Although Aldrich provides a good guide with an overall view of pitfalls or benefits of serious games, I did not think there was enough depth in design and effective learning techniques for my research needs. For an HR or training professional who wants to get an extensive overview in this field, this book would be very useful.
highest recommendations as an introduction to the most current research and pedagogy in educational technology.......2007-04-18
In 1985, I started developing educational computer simulations in DOS on the IBM PC. Since that time I have been involved in every new form of educational technology.... touchscreen, videodisc, CD-ROM, internet. For the last 8 years I have been consulting in corporate training. To try to stay smart, I read everything I can get my hands on.
After reading Learning by Doing by Clark Aldrich, I am completly blown away. Clark is a genius. This book is relavent and puts into context everything I have been doing for 22 years.
This book captures in a fun, easy to read informative style, both the pedagogy and technology for creating state of the art e-learning experiences.
I have never been motivated to write an Amazon review before, but I can't over emphasize my enthusiasm for this book. I have already had several of my clients buy this book. The book is well researched and completely current with latest trends and advancements. The use of bullet lists and charts/ diagrams is very helpful. The index is more comprehensive and complete than any book I have ever seen. Clark's editorial comments are right on target.
The book is not a dense encyclopedia, so if that is what you are looking for then supplement your library with some of the other current titles on blended learning. I give this book my highest recommendations as an introduction/ overview to the most current research and pedagogy in the use of educational technology for corporate training.
I especially recommend this book for corporate trainers who are trying to figure out how to evolve from instructor led to a blended learning paradigm.
Read this book second.......2005-12-08
I just finished reading "Learning By Doing" from cover to cover. Those who are practicing in this field will want to read this book to learn of techniques that might not be readily apparent such as branching stories and interactive spreadsheets. I would recommend that they read "What Video Games Have to Teach Us About Learning and Literacy" by James Paul Gee first, however, as I found the writing style of "Learning By Doing" a little sparse, like fleshed out bullet point slides. It is clear, though, that the author has a lot of experience in this topic and his book is a contribution to the field.
Another Winner by Clark.......2005-10-30
It is no secret that "conventional eLearning" is not as engaging, interactive and interesting-and therefore also not as effective-as it should be. And we know that even current technology has the potential to do much more for "eLearning," or "technology-enabled learning" than we see today. And the rate of change in most technology is accelerating rather than slowing. It is the future potential that excites most of us who are involved in learning technology.
Games and simulations (G&S) is clearly one of the most interesting and exciting areas of learning technology and undoubtedly will play a big part of "next generation (e)Learning," whether in schools, universities, government or industry. This is now being recognized, and evidenced by the growing number of "conferences-within-conferences" (seen most recently at the Training Fall Conference and Expo in Long Beach) or the Serious Games Summit in WDC-to mention just two-dedicated to the topic of G&S.
Clark's book is a most welcome addition to the growing literature covering G&S-and it is a book I highly recommend for anyone interested in learning technology. And if you are involved in some way in learning and training, you cannot avoid technology and if you want to be conversant and be ready to make (smart) decisions on issues that undoubtedly will soon come your way, if they have not already, the ROI on the money spent on Clark's book will no doubt be great.
Clark is a highly respected analyst-with a long history of insightful writing on learning and learning technology (which thousands of practitioners and analysts have enjoyed for a number of years)-as well as a simulation developer, and a business executive (leading Simulearn). Few others can equal his credentials in the area of learning technology so even before the book arrived in my mailbox I knew that this would be one I would enjoy and find very useful. It did not disappoint me.
Not only is it well written but it is a very nice combination of the following:
-- Clear analysis of different types of G&S. This is very useful as it will help future discussion and dialog and reduce the confusion that results when people think they are talking about the same things but in fact are not. Even if one does not agree with Clark's taxonomy he is nevertheless doing us a service by stimulating a richer dialog around these issues.
-- Lots of good examples. Especially for readers interested in using G&S in their organizations, and therefore need to understand the practical side of G&S, Clark's book is very useful as it provides a range of different examples covering the different types of G&S discussed in the book. The examples come from different types of users and sectors, and few application areas exist where G&S could not be highly useful.
-- Challenges that lie ahead. Because of Clark's varied background he is very well positioned to reflect on the challenges that lie ahead and to give a realistic assessment of where we are heading with G&S. As with other analysts, like Clark Quinn, for instance, Aldrich recognizes that the future for G&S is no cakewalk. It is very hard-and often costly-to build high quality, customized simulations, for instance, as Clark learned when he built Virtual Leader. But as tools and technology improve, as more vendors compete and offer better products, and as buyers recognize the benefits of G&S (See the excellent work by James Gee at the Games and Professional Practice Simulations at the Academic ADL Co-lab, for instance) and demand thus accelerates, "effective cost" per user (nominal cost normalized by learning effectiveness) will no longer be a major adoption barrier.
Clark is also one of the most popular speakers on the conference circuit so once you have read his book you will have more to talk to him about when you meet him at one or more of the upcoming events where he will speak.
Eilif Trondsen, Ph.D.
Director
Learning on Demand Program
SRI Consulting Business Intelligence
(...)
Aldrich Framework Extends to Assessment.......2005-09-17
[...]
I really enjoyed "Learning by Doing" Clark. Your frame of thinking helps place things into a space for mulling over the possibilities. I noticed the big "we have no idea" at the end of the interviews on the question of measuring the effectiveness. That is a big challenge, and I think the way there is already being constructed by Mislevy and others in the "adaptive testing" arena - but instead of giving an adaptive test, we'll just make an unobtrusive observation using the same rigorous theory base without hurting the playability, fun, sim aspects.
What you called the "universal truths" (I wasn't as convinced about sticking it in the intersection of games and sims) are also called "generic structures" in the systems dynamics literature - you probably know that. It makes one wonder if in the authoring environments of the future, those structures will be facilitated through wizards to help people build games and sims. With a few critical questions, the agent could "fill-in" a generic structure to some extent...including capturing the causal chains of events (e.g. what happens first?, when that goes up what does it do to the second thing?).
I really like the clarity of the framework of "sim, game, pedagogy" crossed with "systems, cyclical, linear" and also the idea that sims allow-uses discovery/practice, games allows-uses testing/softening and pedagogy allows-uses presentation/support. The Mislevy (et al) assessment model has four parts: task model (a bit like the sim in that it is the model of everything that the user could be doing, sets the context and expectation), user model (a bit like the game in that it models in clear computational terms what the "winning" user will be doing), the evidence model and presentation layer (collects data, makes judgements about what the user knows, and selects the next item to present to the user). The presentation layer is a bit mechanical...so really the three essential parts of any assessment are the task, user and evidence models, which I think can be brought into a useful alignment with your framework - in order to go after that issue about metrics of effectiveness.
Another thing your model makes me think of is that on the content type side, cyclical contains linear and is contained by systems. e.g. systems models have both linear and cyclic causal relationships, simple cycles are first created by two linear relatinships that bounce back to each other...and curvilinear paths of many kinds are essentially linear at the microscopic level. So that leads me to wonder (and I think your chapters make this point) that pedagogy is contained in games (i.e. games teach) and are contained by sims (i.e. sims can be fun, have prefered goal states like "winning" or "succeeding", use scores, give feedback. etc.) These metaphors might break down on some issues, but they're giving me pause to reflect and relate to your framework.
Average customer rating:
- Didn't find anything that was useful or particularly interesting
- good but very basic
- Engaging what?
- Hard Fun!
- excellent
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Engaging Learning: Designing e-Learning Simulation Games (Pfeiffer Essential Resources for Training and HR Professionals)
Clark N. Quinn
Manufacturer: Pfeiffer
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Similar Items:
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ASIN: 0787975222 |
Book Description
Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.
Download Description
"Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun. "
Customer Reviews:
Didn't find anything that was useful or particularly interesting.......2007-03-20
I had high hopes for this book what with Dr. Allen's apparent endorsement and Jay Cross writing a positive review of it. I found the book dry and boring. I started each chapter with the hope that it would reveal something useful that could be readily applied, but each chapter ended flat. I found a great deal of wisdom in Dr Allen's books. I was hoping that this book might give me somewhat of a different perspective that would expand upon (and even disagree with) the instructional design perspective in Dr Allen's books. Instead it caused me to want to go back and re-read Dr Allen's books to see if my present experience level would cause me to find new meaning. (Micheal Allen's Guide to E-Learning and Creating Successful e-learning)
I give this book 2 stars because Clark Quinn does include some examples. I think that this book would have been far more worthwhile if it was written around these examples. I would have liked to see him explain an idea and then really delve into how he applied that idea in the examples he shows in the book. Instead the examples seem somewhat removed from what the author is primarily saying in each chapter.
good but very basic.......2007-03-14
a very basic overview fo the situation; does not include major players like BTS, SMG, Real Learning that are the worlds number 1 in simulation these days from invoicing and development of simulations.
Engaging what?.......2007-02-15
I have yet to finish this book; however, for the portions I have already read, I am not impressed. To begin, his expanded usage of the English language is unnecessary for the simplicity of his context. He also has multiple run on sentences that can be as long as 64 words! Also, "his" concepts are more or less variances of colorations of others theory's. The first half of the book is lofty, very wordy and lacking clear definitions. Perhaps this may be a test to see if I can Engage in learning.
Also to gain my credit I am a student of new media including Flash and have read multiple books based on learning through interactivity.
Hard Fun!.......2005-07-04
I will be brief. That's the way you feel when you're engaged in an eLearning Simulation Game. You get swept up in it. You're turned on. You block out life's static in order to reach your goal. Clark's book is like that. BUY THIS BOOK!
excellent.......2005-05-29
I've known and worked with Clark Quinn for several years. He's written a very good book. Like the e-learning it advocates, Engaging Learning is fun, accessible and, well, engaging. Working from a solid theoretical framework, Clark explains why learning should be "hard fun" and then shows how to create that kind of e-learning. He includes several detailed case studies. As someone who develops e-learning for a living, I appreciated his pragmatic approach and acknowledgement that e-learning can be developed at different levels of engagement, depending on budget, schedule, quality of source material, etc.
What really shines through, though, is Clark's passion for incorporating simulations and gaming techniques into e-learning. If you read this book and some of that rubs off, you will develop better e-learning.
Book Description
Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's componentsâ the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.
Customer Reviews:
read it before you take decisions!.......2007-02-21
Aldrich knows what he is talking about and it reads like a novel. Before you know it you have read most of it and you can reproduce it because of the catchy examples and arguments.
Gave me food for thought while designing e-learning for prisoners and stops me going down the tracks the market wants you to follow.
Ernst Duvert
what it takes.......2005-08-03
This book is really a case study of creating developing and working through the giant project of making a true simulation game where the gamer can be in control of who things go. In the business leadership scenarios mentioned one can learn a great deal
Infotainment and Evangelism.......2004-10-26
High profile e-learning industry analyst Clark Aldrich became disenchanted with the yawning gap between the promise of e-learning and the reality. Attracted by the potential application of computer gaming techniques for training simulation purposes, he quit his job with the Gartner Group and joined a project team attempting to design a computer-based leadership development simulation. The result was Simulearn's Virtual Leader. Aldrich's book recounts the experience in this book.
Despite the promise of the title, the book is a curious mix of speculation, case study, and product promotion. Aldrich provides accessible frameworks for thinking about the underlying design considerations for the development of simulations, and some useful insights into the analysis of content and development of simulation architecture. Yet the book is not a tool kit or primer for would-be designers - the advice is rarely actionable - nor is it a deep study of the concepts and application of simulation models. As such its greatest value is as an introductory case study into aspects of simulation design. The case in question is the development of Simulearn's Virtual Leader product, and the book gives little insight into other forms of electronic or other simulations. The author is a Vice President of Simulearn, so his views are not impartial.
Aldrich makes some refreshingly provocative assertions: e-learning has failed to deliver because it's not sufficiently user-focused - it has been sold to senior managers as means of lowering the cost of training, rather than enriching the value of learning. Aldrich believes that education and vocational training are too "linear", emphasizing the acquisition of facts in a sequential, guided way rather than "open-ended", allowing the development of decision-making, interpersonal communication and creative capabilities required for success in work. In contrast, simulations offer rich combinations of linear, cyclical and open-ended learning, with the freedom to make mistakes, try new approaches and hone skills in a secure environment.
The book is often entertaining. Aldrich's account of the analysis of the leadership content in order to arrive at an underlying simulation model and architecture is amusing - framed as a quest to find the meaning of leadership and render it into electronic simulation, with himself as hero. It is slightly clouded by digressions on the nature of leadership - Aldrich seems to approach the subject with little background, and is suprised to find that (to paraphrase Warren Bennis) so much been written by so many to so little effect.
A number of glaring issues go unexamined: the leadership model and the simulation design of Virtual Leader require a standard of behaviour and ethics that are possibly more ideology than reality. Success in Virual Leader requires a degree of conventional virtue that most organizations espouse but is not always practiced by those in power. A fundamentally Machiavellian approach apparently won't work in Virtual Leader, but it is arguably an effective means of gaining and retaining power in most organisations. The player's experience of Virtual Leader is not evident from the descriptions -despite extensive descriptions of the design process and interface, the book gives little insight into how the player interacts with the game.
Aldrich is evangelical, which gives his writing energy and persuasive power, but like many evangelists, he is strong on belief and short on evidence for his views. While he is right to question the validity of conventional models of education and learning, his opinions are largely speculation, or based on the anecdotal evidence of others or his own experience.
And despite the evangelism, if Aldrich's predictions hold true, most organisations will never design a simulation using his approach. They are prohibitively expensive, costing many millions of dollars. At best, they may purchase an off-the-shelf simulation, and customise it to some extent, which is possibly one of the promotional intentions of the book.
An easy read that will have you thinking for a long time........2004-09-20
This book has a great casual style that makes it accessible to anyone, yet the ideas are significant.
It's pretty cool - he describes the process he went through to create a game to help people learn leadership skills. What I found interesting is how he came to define leadership, since he had to do it in a way that would permit 'quantization' and definition as a simulation. He admits that the ideas are not new, but I think his perspective is a fresh one. The way he has put them together is definitely new. The result is a visualization of leadership that plays on in your mind - great stuff.
It is also an interesting account of the process he went through when designing his simulation/game. When organized and well written, accounts of groups solving complex problems can be very illuminating, and this one certainly succeeds there too.
I'd recommend this book to anyone interested in leadership; e-Learning; and problem-solving.
Timely, Needed, and Important.......2004-07-12
Every person who has played a modern-day simulation game has had to wonder how that level of interaction can be used to teach and train. Simulation and the Future of Learning doesn't just explain that it's possible, it proves it.
Aldrich's extensive background in e-learning products gives him a very qualified view of what needs to improve in the future of learning. The answer is simulations. Real-time, engaging and realistic simulations. He explains in detail the hurdles, headaches, and horrors of developing what has become one of the best leadership training tools on the market--Virtual Leader.
While there is little explanation of instructional theory and methods, this book is HIGHLY recommended to any organization looking to get into the educational simulation business. It provides a realistic picture of the decisions designers will face when building the next generation of learning products.
Book Description
100 ways to dramatically enhance training.
New IdeasAAA of Stress ManagementBrainstormShuffling PapersOvercoming FearThese are the names of just a few of the 100 reproducible games you'll find in this lively, inventive collection of instructional aids from the best-selling training author Gary Kroehnert. Perfect for developing employees' abilities in communication, teamwork, initiative, stress and time management, creativity, and more, 100 Training Games makes role plays more effective, simulations more realistic, and exercises more fun!
Each game is self-contained and provides all the necessary instructions and materials. What's more, a unique index grid and system of graphic symbols help you locate and choose complementary games and respond confidently to particular training needs and situations. 100 Training Games is a must-have sourcebook for trainers and managers in all functions and industries.
Customer Reviews:
a pretty good buy.......2002-08-18
I found many exercises in this book to be useful. Most of them require no props and can be adapted to any environment. I work with school and college students and have used the exercises in my workshops with good results. The games are categorised and presented very well.
Average.......2002-02-10
Some of the activities are very good, however, you have to really look for them. Most of them are not very good or old and too familiar. However, the presentation is very good and the book has an easy reference at the begining that you can use to pinpoint the activities that are suitable for different topics.
Much less than I expected.......2001-09-18
I was very disappointed with this one. In the introduction, the author reminds us that any games or activities must be relevant to the subject. Unfortunately, I saw very few activities that I could use as-is in my workshops. They would take too much time of a two-hour workshop for little return, or seemed to have little point at all. I saw a few I could adapt to the content of my parent and/or teacher early childhood workshops.
This book is awful!.......2000-02-16
My organization purchased this book in hopes of finding some teambuilding exercises that could be used at a conference for 60 insurance claims professionals. What we found was A book filled with games and exercises designed for elementary school children or scouts on a camping trip. If we used any of these games/exercises, we would have had tomatoes thrown at us!
Real good one for HR improvement.......1999-08-30
Can you pls send me some articles on this book which wud be of a help to me in further getting back to you for more books
Book Description
Foreword by Ray Kurzweil, author, The Age of Spiritual Machines
"Virtual humans" may seem like something out of science fiction, but they are already here. Companies use them as website hosts, individuals use them as personal assistants, and people interact with them in computer games, educational applications, and many other arenas. The possibilities are limitless, but the most amazing thing is that anyone can create a "V-human" from scratch. Virtual Humans gives not just start-to-finish instructions for designing a charming synthetic person, but also a CD-ROM containing the tools and techniques to make it real. Readers will learn how to:
* create their own authentic and engaging personalities * apply VH technology to business and individual projects * add synthetic voices and realistic faces to virtual humans * use personality psychology and humor in character design * design advanced emotion expression engines
This book-and-CD package is the first of its kind and a landmark on a par with the first build-your-own-Web-site products. Readers will be among the first to create ultra-realistic, versatile V-human personalities, and will start well ahead of what is soon to be a tidal wave of worldwide interest.
Customer Reviews:
great introduction to VH.......2007-01-10
Indeed great introduction to the most promising subject of the next generation Web. wholeheartedly recommended.
AIML.......2007-01-09
Three technologies are combining to create a very clever arrangement of functionality: 1. 3D shapes which can morph to display emotions (Gape, Smile Left, Smile Right, Anger , Eyes Left , Eye Right , Laugher , Smile , Fear, and Sadness. 2. ALICE natural language categories with expert response patterns and random statements 3. Voice recognition and Speech Synthesis.
If you willing to pay money, there exists software for facial expressions: Di-omatic, Poser , 3dMeNow, and MS agent. For $99 a year, you can access ALICE natural language engine. ALICE has a number of categories that can be loaded and used. Additionally, you can train ALICE on new categories, boolean patterns, and answer response patterns. The expert system can export and import AIML data structures as ascii files.
Where does the money exist in this technology? VR customer service and support, VR intelligent agent sales force, VR office personal and receptionist, and interactive information kiosk. The VR agent can store vast amounts of demographic and profile information, interface with various systems, and provide increased convenience, and accessiblity to helpful information. The VR agent subscriptions will reduce the complexity of diversity and profile relative and meaningful information based on its importance to the individual and the individuals specific record interests. The knowledge base can provide responses that have a specific style, personality, and relevancy. Eventually, face recognition will assist the intelligent agent in evaluating emotional feedback and as a result condensing information or providing more detail. The intelligent agent can be given tasks which a centralized system can receive and program interfaces with other systems to retrieve the information.
save your money.......2006-12-30
A sort of stream-of-consciousness approach to a highly technical subject by a non-technical writer... very disappointing.
great book must have.......2006-11-10
This is a great book has everything I need to learn and to know about VH 3D Animation. I'm so happy for this book :)
Dated material - beware.......2005-10-29
For starters, the book gives some good advice and fair examples. The subject does add fuel to the cerebral fire.
That being said, however, the book uses the software primarily from Yapanda.com. Yapanda.com has not been online for months and does not show that it will be anytime soon. I consider it to be a dead site. The software on the CD will work on an XP but again it is dated. One will find better solutions on the net these days.
Another chapter deals with virtual, realtime 3D faces and heads for your applications. One of the best is also out of business. There is a demo program for it on the CD but it's worthless as one is incapable of saving the work. And if it were possible, there is nothing between the software (chatbot engine and 3D software) to interface, nor are there any explanations on how to achieve such things.
The author's site is still running, however, even his links are outdated. I doubt he's done anything to it since 2001.
The book is good for material and gathering ideas. Don't expect it to be a step-by-step since the links for the related software don't exist anymore.
Average customer rating:
|
Using Case Studies, Simulations, and Games in Human Resource Developments (Training Technologies Set Ser.)
William Pfeiffer , and
Arlette C. Ballew
Manufacturer: Pfeiffer & Co
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Training House Reproducible Games and Simulations
Training House
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A top selling collection of 18 fully reproducible simulations and games for use in training activities.
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Developing Organizational Simulations: A Guide for Practitioners and Students (Applied Psychology)
III, George C. Thornton ,
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Rose Hanson
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Similar Items:
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Assessment Centers in Human Resource Management: Strategies for Prediction, Diagnosis, and Development (Applied Psychology)
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A Preparation Guide for the Assessment Center Method
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Assessment Center Handbook
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Individual Assessment: As Practiced in Industry and Consulting (Volume in the Applied Psychology Series)
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Personality and the Fate of Organizations
ASIN: 0805844120 |
Book Description
This book provides a concise source of information on effective and practical methods for constructing simulation exercises for the assessment of psychological characteristics relevant to effectiveness in work organizations. Simulation exercises present the examinee with descriptions of complex situations that stimulate aspects of real-world settings and problems. Examinees are required to demonstrate overt behavior in handling the problems presented. The process and/or products of this behavior are observed by trained assessors who observe behavior, classify behaviors into relevant dimensions, and evaluate effectiveness. Simulations can provide assessments of abilities, skills, and competencies not readily measured by other testing techniques.
Developing Organizational Simulations provides practical guidance for defining the attributes to be assessed, constructing the stimulus material, and designing methods for administration and scoring. Several different situational exercises are presented,including business games, leaderless group discussions, in-baskets, one-on-one interaction simulations, and case studies/presentations. Steps to ensure the reliability, validity, and legal defensibility of assessments from simulations are described. In addition, the book presents the use of simulation exercises for the purposes of personnel selection, training, development, and certification. Professional standards and guidelines relevant to the construction of simulation exercises are also covered.
Customer Reviews:
good book and bad service.......2007-01-08
this is a wonderful textbook for learning
but the shipment of amazon is bad, until I pay it for higher price, or it will delay and delay
Average customer rating:
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Human Resource Management Simulation-Revised
Jerald R. Smith ,
Peggy A. Golden ,
Smith , and
Golden
Manufacturer: Prentice Hall
ProductGroup: Book
Binding: Paperback
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ASIN: 0130936502 |
Average customer rating:
- EXTREMELY USEFUL TRAINING RESOURCE
|
Learning Through Fun and Games
Elyssebeth Leigh , and
Jeff Kinder
Manufacturer: McGraw-Hill Companies
ProductGroup: Book
Binding: Paperback
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Similar Items:
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Fun & Games for Workplace Learning (With CD-ROM)
ASIN: 007470768X |
Book Description
Serious Learning Though Fun and Games contains 40 simulations and games designed specifically for learning contexts. These activities can be an alternative to traditional teaching and can also support it. The activities are designed to: motivate; promote interest in learning; develop skills; encourage critical thinking and analysis; develop communication skills; encourage problem identification and solving; provoke attitude change; lead to greater understanding and participation in personal and organizational development; promote self-awareness; develop leadership potential.
Customer Reviews:
EXTREMELY USEFUL TRAINING RESOURCE.......2003-03-19
TWO BOOKS IN THIS SERIES-As a great believer in the idea that the best trainers are also the best learners I was both reassured and amazed that one of the authors, Jeff Kinder, has the unique distinction of World Record Holder for ice skating on stilts! I guess that makes writing a couple of excellent training books seem like a stroll in the park. These books are extremely well set out with the activities categorised and detailed for maximum ease of use. There is a useful variety of "meatiness" and meanings in the activities along with some very imaginatively presented and practical theoretical background and facilitator support information. The second publication even has a support CD with ready-to-use activity handouts. A key feature of these books is that Elyssebeth Leigh & Jeff Kinder have ensured the freshness of the activities by drawing contributions from several professional facilitators from a range of industry cultures. This ensures that there is something for everyone, no matter what the industry or content area. So for any trainer or facilitator who believes in the power of participant-centred learning through involvement, active discovery and reflection, I highly recommend these two fresh publications. They are handsomely published in a practical A4 format by McGraw-Hill. Add them to your learning professionals' toolbox and maybe one day you will achieve the trainer's equivalent of skating on stilts!
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