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Developing Technical Training, by Clark   Developing Technical Training: A Structured Approach for the Development of Classroom and Computer-Based Instructional Materials, Ruth Colvin Clark. Addison Wesley, 1989.
Clark provides a framework for thinking about content and performance. On one dimension is "Apply vs. Remember"; on the other are "Facts, Concepts, Processes, Procedures, and Principles." For each cell, she suggests an approach for how to teach that type of material. For example, for concepts you might show examples and non-examples; you might practice with a classification exercise, and test with a classification test on different items. The emphasis is on applying learning in realistic conditions as much as possible. I didn't find the computer part particularly helpful, but the general training material seemed like good advice. (Reviewed Oct., 2004)
  Training Games: Everything You Need to Know About Using Games to Reinforce Learning, Susan El-Shamy. Stylus Publishing, 2001.

Describes some theory indicating how games help learning, classifies games a few ways, and considers electronic games. Considers the mechanics of playing and debriefing games. Looks at a few particular games and assesses how they might be used. Finally, suggests ideas for creating your own games. (Reviewed Dec., '02)


  Impro: Improvisation and the Theatre, Keith Johnstone. Routledge, 1979.

Improvisational acting techniques are influencing the training world. They help you look at everything that happens as something you can say, "Yes, and" to, and create new and interesting things. Johnstone looks at how posture and other cues convey status, at the challenges of being spontaneous, at building one's narrative skills, and at masks and trance as a pathway to creating new characters. (Reviewed Dec., '02)



 
  Training to Imagine: Practical Improvisational Theatre Techniques to Enhance Creativity, Teamwork, Leadership, and Learning, Kat Koppett. Stylus Publishing, 2001.
For improv techniques, think of the Drew Carey show "Whose Line is It Anyway?" Improv ideas can make learning memorable; they feel risky, but freeing. (Reviewed Nov., '02)

 
  Situated Learning: Legitimate Peripheral Participation, Jean Lave and Etienne Wenger. Cambridge University Press, 1991.
Learning is a social activity, not a pouring of knowledge from one person to another. The thesis of this book is that when people want to learn something new, they need to be legitimate peripheral participants. Their efforts need to be accepted as valid (not make-work); they can't do the central part; they need to participate in an environment where they can learn from others. This is all tied to the notion of there being a community of practice in which they can participate and grow. They back their analysis up with several case studies of more and less successful apprenticeship. I think the concepts they're advocating are important; read this book if you want deeper background. (Reviewed Feb., '04)
Instructional Design Strategies and Tactics   Instructional Design Strategies and Tactics, Cynthia B. Leshin, Joellyn Pollock, Charles M. Reigeluth. Educational Technology Publications, 1992.
Certain instructional patterns are worth repeating. These authors use a very structured approach to instruction, complete with job aids to support it. As a process, I find it confining; but as a source of
ideas, I find it helpful. The best thing in here is the notion that you're better off teaching someone to be an expert in something from the very beginning, even if it's only on a subset of what's required. (I can't help relate this to test-driven development.) (Reviewed April, '06)
Creative Training Techniques Handbook, by Robert Pike
 
  Creative Training Techniques Handbook, Robert W. Pike, Human Resource Development Press, 2003.
This is a wide-ranging book on training. It reads like a brain-dump, with lots of nuggets from an experienced trainer. (That's both an advantage and a disadvantage.) I particularly like the AIDA framework ("Attention, Interest, Desire, Action"), the focus on "Instructor-Led, Participant-Centered Training," and the ADA pattern ("Activity, Discussion, Application"). (Reviewed Sept., 2005 [2/e])
Digital Game-Based Learning, by Marc Prensky
 
  Digital Game-Based Learning, Marc Prensky, McGraw-Hill, 2001. 
Prensky argues that the new generation of learners has a new way of learning from exposure to MTV and video games, but teaching hasn't kept up. He describes aspects of games and how they can help learning, and reviews a number of games that companies have developed and used. I see potential, but a big gap: the most exciting of these games are horribly expensive to produce, and many of the case studies end, "the champion moved on and this game died out." (Reviewed Nov., '03)

Simulation and Games

Things that Make Us Smart, by Donald A. Norman
 
  The Book of Card Games, Peter Arnold, Barnes and Noble, 1988. 
This compendium describes many (~150) card games, always explaining the rules and occasionally delving into strategy. There are a few solitaire games; the majority are for multiple players. There are a few games I've played that didn't make their list, but it's a good for an overview of many classic games. (Reviewed Jan., '04)
Things that Make Us Smart, by Donald A. Norman
 
  The Study of Games. Elliott M. Avedon & Brian Sutton-Smith. Wiley, 1971, ISBN 0-471-03839-3.
This book looks at games (both ancient & relatively modern) from a variety of perspectives. Most of these didn't do too much for me. I did enjoy a couple chapters on Games as Structure and The Elements of Games. It also has a lot of bibliographic references to literature going back 100 years. I'd only recommend this for someone determined to build a complete library about games. (Reviewed Jan., '04)
Board and Table Games, by Bell
 
  Board and Table Games from Many Civilizations, R.C. Bell, Dover, 1979. 
Last year, I got to play Nine-Men's Morris, a more challenging relative of tic-tac-toe. (I lost consistently:( But that inspired me to find a book describing many old games: mancala, various race games, dice games, positional games. This book describes more than a hundred games, typically with enough detail in the rules to get started. (For any individual game, there are certainly better resources, but this gives you a good set of starting points.) (Reviewed Jan., '04)
  Chris Crawford on Game Design, Chris Crawford, New Riders Games, 2003.

Chris Crawford is the designer of Balance of Power and numerous other games. He surveys his own and others' games, and considers games along the dimensions of play, challenge, conflict, interactivity, and creativity. Although a fair portion is spent on describing some of the highly constrained environments he's worked with, it's clear he comes from a designer's perspective. (Reviewed July, '03)


Family Fun and Games   Family Fun & Games, the Diagram Group. Sterling Pub. Co., 1992.

This is a solid 800-page collection of traditional games: cards, dice, mancala, and so on. Many games have a page of descriptive text, and a page of pictures. Some important games have more. This book doesn't have much if anything on strategy or game design, but if you want breadth, it's worth a look. (Reviewed Dec., '04)


 

The Game Makers: The Story of Parker Brothers® from Tiddledy Winks to Trivial PursuitŪ
Philip E. Orbanes, Harvard Business School Press, 2004. ISBN 1-59139-269-1.
This book tells the story of the company from its founding by George Parker, through growth and management by others in the family, to its purchase by other companies. The company formerly tended to buy and publish games developed by others (though I guess that's changed in current times). The book is much more about people and business than the games themselves, though lots of familiar names came up: Ping-Pong, Diabolo, Monopoly, Rook, Clue, Risk, Nerf, and many others. (All names TM their trademark holders.) (Reviewed August, '04)


 

Game Inventor's Handbook, Steve Peek. F&W Publications, 1993. ISBN 1-55870-315-2.
The "Game Inventor's Marketing Handbook" would be a more accurate title. Other than one fairly light chapter on inventing games, the focus of this book is on selling and marketing games. The author tries to present a realistic (and discouraging:( picture of what it's like to try to do that. His basic message is that it's expensive and risky, but can be done. (Reviewed July, '04)


  Game Design - Theory & Practice (2/e), Richard Rouse III. Wordware, 2005.
This book is a somewhat sprawling look at game design. Its focus is on electronic games. It covers "what players want," gameplay, artificial intelligence, story-telling, and game documentation (with what I found surprisingly heavy emphasis on the latter). Rouse intermingles these chapters with analyses of significant games and interviews with established game designers.

The interviews were the most interesting part. The game theory chapters were OK, but Chris Crawford's books covers the same ground more thoroughly. The material on design documents could have been greatly compressed - it takes about a third of the book, and I didn't find it particularly revealing. (Reviewed Dec., '05)
Card Games Around the World, by Sid Sackson   Card Games Around the World, Sid Sackson. Dover, 1994.

This book contains a few dozen card games, arranged by the area of the world in which they originated (with little claim to deep scholarship). There are a couple original games thrown in at the end. It would benefit from an index and some overall organization, but all in all it's a good resource. (Reviewed Dec., '04)


Card Games Around the World, by Sid Sackson   The Man Who Changed How Boys and Toys Were Made: The Life and Times of A.C. Gilbert, the Man Who Saved Christmas, Bruce Watson. Penguin, 2003.

A.C. Gilbert invented the Erector set, and made a big business out of "learning" toys. Gilbert was a track star and magician as well as a toy inventor. This biography takes you through his whole life. The end is a little sad, though: the world has moved on. (Reviewed June, '05)


Games

  Break the Safe, from Mattel.
This is a cooperative game: you work together as a team. Your job is to race around, disable booby traps, and collect keys to the safe. You have to avoid the guard and the guard dog that are wandering around, and you only have a limited amount of time.

The time pressure makes it a real challenge - it's worth figuring out a strategy, but you can't take too long to do so. (Reviewed Dec., '04)


  Fluxx, from Looney Labs.

You start with three cards, and the rule "Draw one, play one." Your goal is to find a goal card that matches what you have, such as "Milk and Cookies" or "Appliances." Along the way, you play cards that change the rules: "Draw two, play three", "First play random," and so on.

Some people find it all a little too random; others love it. I think it's great fun. It's easy to let someone join you in the middle of a game. It feels like a new game each time, and it's interesting to ponder which rules bend and which do not. (Reviewed Dec., '04)


 

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Copyright 1994-2006, William C. Wake - William.Wake@acm.org