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The multiplayer classroom : designing coursework as a game / Lee Sheldon.

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Format:
Book
Author/Creator:
Sheldon, Lee, author
Language:
English
Subjects (All):
Computer games--Design.
Computer games.
Computer games--Programming.
Video games--Design.
Video games.
Physical Description:
1 online resource (xxix, 338 pages) : illustrations
Edition:
2nd edition.
Distribution:
London : Bloomsbury Publishing (UK), 2023.
Place of Publication:
Boca Raton : CRC Press, 2020.
System Details:
text file HTML
Summary:
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.
Contents:
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
Quest 4 IU Multiplayer Game Design
Grading and Attendance
Roles
Mmos and Community
Motivation
Midterm Exam
Quest 4 Walkthrough
Case Study 2
Blend English Institute
Core Philosophy
Rewards
Procedure
Results
Positives
Negatives
Other Classes
Other Thoughts
Year 4 and the Future
Quest 5 RPI Introduction to Game Design
Theory and Design
2010 F All Syllabus
Brand New Parts to the Syllabus
The Prototype
Quest 5 Walkthrough
Intermezzo
Observations from Marie-Pierre Huguet
Beyond The Game
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.
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
Implementing A Game System for an HE Unit
Running the RP Sessions
Postmortem and Data
Conclusions, Final Impact
Quest 7 More RPI Quests: Interactive Characters &amp
Narrative (Archipelago 1)
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
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
RPI Fall 2014
Character and Story for Games (Victorian London)
RPI Spring 2015
Quest 7 Walkthrough
Case Study 5
Azay-Le-Rideau Rural Community School
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
Quest 8 Walkthrough
Case Study 6
Valentine High School
What I Learned From Early Iterations.
Socialization through Team Building
Choice
Learning through Games
Quest 9 WPI Writing Characters for Interactive Media &amp
Games (Sanctuary of the Sun)
Sanctuary of the Sun
Quest 9 Walkthrough
Case Study 7
Florida Gateway College
Learning Activities
Future Thoughts
Case Study 8
Columbusskolen
Humble Beginnings
Transition
The Social Space as a Game
Curriculum as a Game
The Road from Here
Section 3 Game Design and Development 101
Quest 10 Identifying Learning Objectives and Student Needs
How Students Learn
How Gamers Learn
Quest 10 Walkthrough
Quest 11 Student Demographics
Age
Gender
Income Level
Quest 11 Walkthrough
Quest 12 How Games are Designed
The Teacher as Game Master
Preproduction
Begin With the Theme
The Game's Story
Quest 12 Walkthrough
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
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.
Appendix F First Edition Case Study 6
Appendix G First Edition Case Study 7
Appendix H First Edition Case Study 8
Index.
Notes:
Includes bibliographical references and index.
ISBN:
9781000039122
1000039129
9780429285035
0429285035
OCLC:
1385505198

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