The Multiplayer Classroom Designing Coursework as a Game

Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the too...

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Main Author Sheldon, Lee
Format eBook
LanguageEnglish
Published Boca Raton, FL Taylor & Francis Group 2020
CRC Press
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Abstract Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject.
AbstractList Go beyond gamification's badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn't over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don't even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie's Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practiceLee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion's Song, is currently on Steam.
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.
Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom , forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation ( writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song , is currently on Steam. Section 1 Introduction Quest 1 ◾ Good Morning. You All Have an F. 3 Quest 2 ◾ Games in the Classroom 11 Section 2 Multiplayer Classrooms Quest 3 ◾ IU Theory and Practice of Game Design 23 Quest 4 ◾ IU Multiplayer Game Design 55 Quest 5 ◾ RPI Introduction to Game Design 75 Quest 6 ◾ RPI Designing Interactive Characters (Valeria 1) 109 Quest 7 ◾ More RPI Quests: Interactive Characters & Narrative (Archipelago 1) 141 Quest 8 ◾ WPI Writing for Games I: Characters (Valeria 2) 165 Quest 9 ◾ WPI Writing Characters for Interactive Media & Games (Sanctuary of the Sun) 183 Section 3 Game Design and Development Quest 10 ◾ Identifying Learning Objectives and Student Needs 213 Quest 11 ◾ Student Demographics 219 Quest 12 ◾ How Games Are Designed 225 Quest 13 ◾ Production 235 Section 4 After the Launch Quest 14 ◾ Playing the Game 247 Section 5 After This Book Quest 15 ◾ Designing the Future 257 Quest 16 ◾ Resources 263 Appendix First Edition Case Studies Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation ( writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute where he is now a professor of practice. The forthcoming CRC Press companion book, The Multiplayer Classroom: Game Plans , will feature fully annotated design documents from his more ambitious multiplayer and alternate reality games including the first online multiplayer classroom. Other games covered teach physical fitness, Mandarin and Chinese Culture and cybersecurity, a game where students must defend their university against attacks originating on the dark web. The third edition of Lee’s book Character Development and Storytelling for Games , a standard text in the field, is also forthcoming from CRC Press. Lee is a regular lecturer and consultant on game design and writing in the U.S. and abroad. His most recent commercial game, the award-winning The Lion’s Song , is currently on Steam.
Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject.
Go beyond gamification's badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn't over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don't even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie's Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion's Song, is currently on Steam.
Go beyond gamification's badges and leaderboards with the new edition of the book first published in 2011 that helped transform education. Going far beyond the first edition, forthrightly examining what worked and what didn't over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. 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. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don't even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject.
Author Sheldon, Lee
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Snippet Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond...
Go beyond gamification's badges and leaderboards with the new edition of the book first published in 2011 that helped transform education. Going far beyond the...
This is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators,...
Go beyond gamification's badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond...
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SubjectTerms Active learning
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Course design
Curriculum planning
Educational games
Educational Technology
Game design
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Multiplayer games
Professional education
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Video games in education
Subtitle Designing Coursework as a Game
TableOfContents Good Morning. You All Have an F. - Games in the Classroom - IU Theory and Practice of Game Design - IU Multiplayer Game Design - RPI Introduction to Game Design - RPI Designing Interactive Characters (Valeria 1) - More RPI Quests - WPI Writing for Games I - WPI Writing Characters for Interactive Media & Games (Sanctuary of the Sun) - Identifying Learning Objectives and Student Needs - Student Demographics - How Games Are Designed - Production - Playing the Game - Designing the Future - Resources
Socialization through Team Building -- Choice -- Learning through Games -- Conclusion -- Quest 9 WPI Writing Characters for Interactive Media &amp -- Games (Sanctuary of the Sun) -- Syllabus -- Sanctuary of the Sun -- Quest 9 Walkthrough -- Case Study 7 -- Florida Gateway College -- Introduction -- Learning Activities -- Results -- Future Thoughts -- Reference -- Case Study 8 -- Columbusskolen -- Introduction -- Humble Beginnings -- Transition -- The Social Space as a Game -- Curriculum as a Game -- Results -- The Road from Here -- Reference -- Section 3 Game Design and Development 101 -- Quest 10 Identifying Learning Objectives and Student Needs -- How Students Learn -- How Gamers Learn -- Quest 10 Walkthrough -- References -- Quest 11 Student Demographics -- Age -- Gender -- Income Level -- Quest 11 Walkthrough -- Reference -- Quest 12 How Games are Designed -- The Teacher as Game Master -- Preproduction -- Begin With the Theme -- The Game's Story -- Quest 12 Walkthrough -- Reference -- Quest 13 Production -- Prep -- Design -- Collecting Assets -- Alpha Testing -- Beta Testing -- Quest 13 Walkthrough -- Section 4 After the Launch -- Quest 14 Playing the Game -- Lore -- Rules -- Scoring -- Staying Flexible -- Postmortem -- Quest 14 Walkthrough -- Section 5 After This Book -- Quest 15 Designing the Future -- References -- Quest 16 Resources -- Game-Based Learning -- How to Succeed in Game Design -- Applied Games (Aka Serious Games) -- Related to Game Design (Game Designers Read these Books) -- Writing Games -- About Games -- About The Future -- Conferences -- Organizations -- Quest 16 Walkthrough -- Appendix First Edition Case Studies -- Appendix A First Edition Case Study 1 -- Appendix B First Edition Case Study 2 -- Appendix C First Edition Case Study 3 -- Appendix D First Edition Case Study 4 -- Appendix E First Edition Case Study 5
Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- Preface -- Acknowledgments -- Author -- Section 1 Introduction -- Quest 1 Good Morning. You All Have an F. -- Opening: The Slide -- Middle Game: The Shift -- Endgame: The Book -- Quest 1 Walkthrough -- References -- Quest 2 Games in the Classroom -- Educational Software -- Education versus Entertainment -- Quest to Learn -- Game-Based Learning Software -- Quest 2 Walkthrough -- Reference -- Section 2 Multiplayer Classrooms -- Quest 3 IU Theory and Practice of Game Design -- Flashback: Summer of 2009 -- Stay Flexible -- Syllabus -- Grading Procedure -- Class -- Zones -- Avatars -- Peer Review -- Peer Review Secret Ballot -- Quest 3 Walkthrough -- Case Studies Introduction -- Case Study 1 -- Waunakee High School -- Introduction -- Alliances, Nations, and Guilds -- XPs and Levels -- Assignments -- Challenges -- Boss Fights -- Tokens -- Side Quests -- Achievements -- Outcomes -- Next Year -- References -- Quest 4 IU Multiplayer Game Design -- Grading and Attendance -- Syllabus -- Roles -- Mmos and Community -- Motivation -- Midterm Exam -- Quest 4 Walkthrough -- Case Study 2 -- Blend English Institute -- Introduction -- Core Philosophy -- Rewards -- Procedure -- Results -- Positives -- Negatives -- Other Classes -- Other Thoughts -- Year 4 and the Future -- References -- Quest 5 RPI Introduction to Game Design -- Theory and Design -- 2010 F All Syllabus -- Brand New Parts to the Syllabus -- Class -- The Prototype -- Quest 5 Walkthrough -- Intermezzo -- Observations from Marie-Pierre Huguet -- Beyond The Game -- References -- Case Study 3 -- St Patrick's Fine Arts Elementary School -- About the Classroom -- How Question VI Came to Be -- Rules of the Game -- Permeating the Classroom -- Saving the King -- Results
Appendix F First Edition Case Study 6 -- Appendix G First Edition Case Study 7 -- Appendix H First Edition Case Study 8 -- Index
Quest 6 RPI Designing Interactive Characters (Valeria 1) -- A New Syllabus for a New Game -- Using Backstories -- Design Consistency -- Home Sweet Home -- The Geography of Valeria -- Messages from the Unknown -- Preparation for the Final Project -- Presentation Quests -- Another Message from the Unknown -- Midterm Prep PVP -- Midterm Boss Mob (Frost Lizard) -- The Problem with the Snow Leopard -- Quest 6 Walkthrough -- Case Study 4 -- Solent University -- Introduction -- Implementing A Game System for an HE Unit -- Running the RP Sessions -- Postmortem and Data -- Conclusions, Final Impact -- Reference -- Quest 7 More RPI Quests: Interactive Characters &amp -- Narrative (Archipelago 1) -- Syllabus -- Game: Ethos -- Guild: Average America Ns -- Game: Lost Frontier -- Guild: Project Louder -- Game: Mystic Islands -- Guild: The Island Of Misfit Toys -- Game: The Newcomers -- Guild: God Tier -- Game: Shades of Gray -- Guild: Dai Lobster -- Game: Waterbound -- Guild: Segfault -- Class -- RPI Spring 2012 -- Writing For Games I -- RPI Fall 2012 -- Writing for Games II -- RPI Spring 2013 -- Video Game Level Design -- RPI Fall 2013 -- Character and Story for Games (Archipelago 2) -- RPI Spring 2014 -- Writing For Games I -- RPI Fall 2014 -- Character and Story for Games (Victorian London) -- RPI Spring 2015 -- Video Game Level Design -- Quest 7 Walkthrough -- Case Study 5 -- Azay-Le-Rideau Rural Community School -- Introduction -- Operating System and Requirements -- The Players -- Project: Multiplayer -- Before The Game -- Mechanics -- Feedback -- Conclusion -- Quest 8 WPI Writing For Games I: Characters (Valeria 2) -- Writing For Games I: Characters (Valeria 2) -- The Syllabus -- Raid Strategies -- Class -- Quest 8 Walkthrough -- Case Study 6 -- Valentine High School -- Introduction -- What I Learned From Early Iterations
Title The Multiplayer Classroom
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