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The Multiplayer Classroom - Lee Sheldon

The Multiplayer Classroom

Designing Coursework as a Game

(Autor)

Buch | Hardcover
338 Seiten
2020 | 2nd edition
CRC Press (Verlag)
978-0-367-24906-9 (ISBN)
CHF 226,95 inkl. MwSt
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This 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. Learn how to create multiplayer games for any age on any subject.
Discover how to engage your students and raise their grades and attendance in your classroom. This 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.

Key selling features:



An entirely new approach to teaching and classroom management.
Teaches professional educators or those learning to be educators, a new and exciting way to present course material.
Covers all types of classes – not discipline specific.
Reader-friendly style introduces the content and concepts in a logical way and includes real-life case studies.

Lee Sheldon began his writing career in television as a writer-producer, eventually writing over 200 produced shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). In 1994, tired of television, Lee turned to his new love: video games. Since then he has worked on over 40 games. In 2006 he began teaching video game writing and design at Indiana University. While there he first started designing classes as games. He also wrote and designed an alternate reality game that went through three iterations. The first two, The Skeleton Chase and Skeleton Chase 2: The Psychic, were funded by the Robert Wood Foundation and were designed to improve student fitness. The third, Skeleton Chase: Warp Speed was a redesign of the second game, shrinking playtime from 7 weeks to 3 days for a group of Coca Cola executives from North Africa. In 2010 Lee moved to Rensselaer Polytechnic Institute where he was an Associate Professor in the Games and Simulation Arts and Sciences program. There he was co-director of the GSAS program for three years and created the first full writing for games program in North America. He was lead writer and creative director on several incarnations, both a class designed as a game and a digital version, of The Lost Manuscript a narrative-driven game teaching Chinese language and culture. He joined the Interactive Media and Game Development (IMGD) program at Worcester Polytechnic Institute in 2015 where he is again designing classes as games and has developed the second full writing for games curriculum in North America. Lee’s book Character Development and Storytelling for Games (Second Edition, 2013) is the standard text in the field. He wrote the bestselling book The Multiplayer Classroom: Designing Coursework as a Game (2011). Over 1500 people in 45 countries now follow the Facebook page for his method of teaching classes as multiplayer games. His recent applied game projects include The Janus Door, a cybersecurity class designed as a game, funded by an NSF grant, and currently running at California Polytechnic State University. He wrote and designed Secrets: A Cyberculture Mystery Game, an online class designed as a game teaching culture and identity on the Internet for Excelsior College that went live Fall 2015; and wrote Crimson Dilemma, a business ethics video game for his old school, Indiana University, that debuted Fall 2014. His most recent entertainment games are The Lion’s Song, an episodic game following the creative and personal struggles of four.

Introduction. Part I: Introduction. Level 1: "Good Morning. You All Have an F". Level 2: Games in the Classroom. Part II: Multiplayer Classrooms. Level 3: Theory and Practice of Game Design Syllabi. Level 4: Theory and Practice of Game Design Class. Case Histories Introduction. Case History 1: Marked Tree High School. Level 5: Multiplayer Game Design Syllabi. Level 6: Multiplayer Game Design Class. Case History 2: University of Arizona South: Teaching with Technology. Level 7: Introduction to Game Design Syllabus. Level 8: Introduction to Game Design Class. Case History 3: Louisiana State University: Introduction to the Study of Education. Level 9: Designing Interactive Characters Syllabus. Level 10: Designing Interactive Characters Class. Case History 4: Valencia Community College: United States History to 1877. Part III: Game Design and Development. Level 11: Identifying Learning Objectives and Student Needs. Case History 5: Robert Louis Stevenson Middle School: General Math. Level 12: Student Demographics. Case History 6: Texas Tech University: History of Higher Education in the United States. Level 13: How Games are Designed. Case History 7: Ohio Valley College of Technology: Introduction to Keyboarding & Business Writing, Introduction to Computers. Level 14: Production. Part IV: After the Launch. Level 15: Playing the Game. Case History 8: Waunakee Community High School: Computer Science Classes. Part V: After This Book. Level 16: Designing the Future. Level 17: Resources. Index.

Erscheinungsdatum
Zusatzinfo 9 Tables, black and white
Verlagsort London
Sprache englisch
Maße 178 x 229 mm
Gewicht 952 g
Themenwelt Sozialwissenschaften Kommunikation / Medien Medienwissenschaft
Sozialwissenschaften Pädagogik
ISBN-10 0-367-24906-5 / 0367249065
ISBN-13 978-0-367-24906-9 / 9780367249069
Zustand Neuware
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