The Multiplayer Classroom: Designing Coursework as a Game, 1st Edition (Paperback) book cover

The Multiplayer Classroom

Designing Coursework as a Game, 1st Edition

By Lee Sheldon

CRC Press

256 pages | 100 Color Illus.

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Paperback: 9780367249052
pub: 2020-03-24
Available for pre-order. Item will ship after 24th March 2020
$49.95
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Hardback: 9780367249069
pub: 2020-03-24
Available for pre-order. Item will ship after 24th March 2020
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Description

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. You will also hear 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.

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.

Table of Contents

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.

About the Author

Lee Sheldon began his writing career in television as a writer-producer, eventually writing over 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 over 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. A companion book to this one, The Multiplayer Classroom: Game Plans, will be published by CRC Press and 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.

Subject Categories

BISAC Subject Codes/Headings:
COM000000
COMPUTERS / General
COM012040
COMPUTERS / Programming / Games