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Clark Aldrich is an American author and practitioner, in the field of educational simulations and serious games for education and professional skills.
In 1999, Clark Aldrich began publishing research that criticized traditional education methods for failing to teach leadership, innovation, and strategic skills effectively. He advocated for interactive learning experiences inspired by computer game genres, suggesting that they could offer alternative models for content presentation. He proposed that new genres of computer games might be developed to serve both educational and entertainment purposes. His independent research and simulation designs resulted in numerous articles, speeches, and five books. [1]
Clark grew up in Concord, Massachusetts, and graduated from Fern School and Lawrence Academy. He spent around two years at the Chewonki Foundation, and one more as a counselor under the mentorship of Director Tim Ellis. He received his Bachelor's degree in Cognitive Science from Brown University in 1989. [2] [3] [4] [5]
Clark first worked at Xerox as the speechwriter for Executive Vice President Wayland Hicks. Clark became the Governor’s appointee to the Joint Committee on Educational Technology and served in this role from 1996 to 2000 while at Xerox. He then moved to Gartner, where he launched their e-learning coverage and began his formal writing and analysis of education. Later, he left Gartner to begin hands-on work in designing and building simulations himself, where he also increased his external writing about the industry through books, columns, and articles. [6]
Clark went on to found the company SimuLearn, which produces training simulations that help corporations teach leadership, responsibility, and other skills within a corporate setting. The first product that was released by the company was titled Virtual Leader, and it required the user to conduct a series of business meetings while still juggling the interpersonal relationships of the employees and customers during business hours. [7] His simulations have earned numerous industry awards, including "Best Product of the Year" in 2004 by the American Society of Training And Development/Training Media Review. [8] He is also the lead designer for several educational simulations.
Clark's work contributes to ongoing discussions about the impact of simulations and serious games on modern education. [9] [10] [11]
Unschooling is a practice of self-driven informal learning characterized by a lesson-free and curriculum-free implementation of homeschooling. Unschooling encourages exploration of activities initiated by the children themselves, under the belief that the more personal learning is, the more meaningful, well-understood, and therefore useful it is to the child.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.
Experiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing". Hands-on learning can be a form of experiential learning, but does not necessarily involve students reflecting on their product. Experiential learning is distinct from rote or didactic learning, in which the learner plays a comparatively passive role. It is related to, but not synonymous with, other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.
Blended learning or hybrid learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods.
Roger Carl Schank was an American artificial intelligence theorist, cognitive psychologist, learning scientist, educational reformer, and entrepreneur. Beginning in the late 1960s, he pioneered conceptual dependency theory and case-based reasoning, both of which challenged cognitivist views of memory and reasoning. He began his career teaching at Yale University and Stanford University. In 1989, Schank was granted $30 million in a ten-year commitment to his research and development by Andersen Consulting, through which he founded the Institute for the Learning Sciences (ILS) at Northwestern University in Chicago.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Business simulation or corporate simulation is business simulations used for training, education or analysis. It can be scenario-based or numeric-based.
Virtual Heroes, Inc. is a developer of serious games in Raleigh, North Carolina, United States. It was founded in 2004.
Richard E. Mayer is an American educational psychologist and Professor of Psychology at the University of California, Santa Barbara (UCSB) where he has served since 1975.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
Robert E. Horn is an American political scientist who taught at Harvard, Columbia, and Sheffield (U.K.) universities, and has been a visiting scholar at Stanford University's Center for the Study of Language and Information. He is known for the development of information mapping.
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.
An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:
Business game refers to simulation games that are used as an educational tool for teaching business. Business games may be carried out for various business training such as: general management, finance, organizational behavior, human resources, etc. Often, the term "business simulation" is used with the same meaning.
Virtual worlds are 3D computer environments where each user is represented with a character – avatar. Traditionally, virtual worlds have been used for entertainment. However, starting from approximately 2004 both corporate world and academia started to recognize business value of virtual worlds for training and education, collaboration, and marketing. Development and maturity of most popular virtual world – Second Life – played a significant role in corporate movement towards virtual worlds for several reasons:
GoVenture is the brand name for a series of educational computer games and simulations developed and published by MediaSpark Inc. The first GoVenture simulation was launched in 2000 and several more have been launched since. GoVenture educational games and simulations are themed on business and money subjects and are designed to give learners realistic experiences with various business processes and financial topics.
Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles in non-game contexts.
Michael W. Allen is an American software developer, educator, and author. He is known for his work on e-learning, and led the development of the Authorware software.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.
James Calvin Cross Jr., was an American futurist who popularized the term "e-learning" and championed the cause of informal learning in business settings.