The Multiplayer Classroom: Designing Coursework as a Game
Delmar Cengage Learning (Verlag)
978-1-4354-5844-4 (ISBN)
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Discover how to engage your students and raise their grades and attendance in your classroom. THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!
Lee Sheldon is Associate Professor and Co-Director of the Games and Simulation Arts and Sciences program at Rensselaer Polytechnic Institute. He has written and designed more than two dozen commercial and applied video games and MMOs. His most recent book from Course Technology PTR is The Multiplayer Classroom: Designing Coursework as a Game. Lee began his academic career at Indiana University, where he instituted the practice of designing classes as multiplayer games, and wrote and designed the alternate reality games in the Skeleton Chase series. Most recently, Lee was lead writer/designer on three games based on Agatha Christie novels, lead writer on Star Trek: Infinite Space, and lead writer on Zynga’s Facebook game Indiana Jones Adventure World and an upcoming Kinect game for Harmonix. He is head of the team that is building the Emergent Reality Lab at Rensselaer, a mixed reality space for research and education; lead writer and design consultant on a game teaching math; and lead writer/designer of games teaching Chinese and business ethics. Before his career in video games, Lee wrote and produced over 200 popular television shows, including Star Trek: The Next Generation and Charlie’s Angels.
Introduction.
PART I: INTRODUCTION.
1. Level 1: Good Morning. You All Have an F".
2. Level 2: Games in the Classroom.
PART II: MULTIPLAYER CLASSROOMS.
3. Level 3: Theory and Practice of Game Design Syllabi.
4. Level 4: Theory and Practice of Game Design Class.
5. Case Histories Introduction.
6. Case History 1: Marked Tree High School.
7. Level 5: Multiplayer Game Design Syllabi.
8. Level 6: Multiplayer Game Design Class.
9. Case History 2: University of Arizona South: Teaching with Technology.
10. Level 7: Introduction to Game Design Syllabus.
11. Level 8: Introduction to Game Design Class.
12. Case History 3: Louisiana State University: Introduction to the Study of Education.
13. Level 9: Designing Interactive Characters Syllabus.
14. Level 10: Designing Interactive Characters Class.
15. Case History 4: Valencia Community College: United States History to 1877.
PART III: GAME DESIGN AND DEVELOPMENT.
16. Level 11: Identifying Learning Objectives and Student Needs.
17. Case History 5: Robert Louis Stevenson Middle School: General Math.
18. Level 12: Student Demographics.
19. Case History 6: Texas Tech University: History of Higher Education in the United States.
20. Level 13: How Games are Designed.
21. Case History 7: Ohio Valley College of Technology: Introduction to Keyboarding & Business Writing, Introduction to Computers.
22. Level 14: Production.
PART IV: AFTER THE LAUNCH.
23. Level 15: Playing the Game.
24. Case History 8: Waunakee Community High School: Computer Science Classes.
PART V: AFTER THIS BOOK.
25. Level 16: Designing the Future.
26. Level 17: Resources.
Index."
Verlagsort | Clifton Park |
---|---|
Sprache | englisch |
Maße | 187 x 233 mm |
Gewicht | 796 g |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 1-4354-5844-3 / 1435458443 |
ISBN-13 | 978-1-4354-5844-4 / 9781435458444 |
Zustand | Neuware |
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