The Multiplayer Classroom: Designing Coursework as a Game: Designing Coursework as a Game

The Multiplayer Classroom: Designing Coursework as a Game: Designing Coursework as a Game

by Lee Sheldon
The Multiplayer Classroom: Designing Coursework as a Game: Designing Coursework as a Game

The Multiplayer Classroom: Designing Coursework as a Game: Designing Coursework as a Game

by Lee Sheldon

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Overview

THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is a how-to guide to creating games for the classroom to better reach today's students. The book shows the reader how to create a teaching tool that will engage and excite students by using styles and formats found in popular video games. Readers will learn how to create a variety of multiplayer games on any subject, following the techniques and case studies presented. Bring your classroom into the 21st century!


Product Details

ISBN-13: 9781435458451
Publisher: Cengage Learning
Publication date: 06/14/2011
Sold by: CENGAGE LEARNING
Format: eBook
Sales rank: 314,405
File size: 5 MB

About the Author

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 over 20 commercial video games and MMOs. His book Character Development and Storytelling for Games is required reading for many game developers and in game design programs at some of the world's most distinguished universities. Lee is a contributor to several books on video games, including Well-Played 2.0 from Carnegie-Mellon's ETC, Writing for Video Game Genres from the IGDA, and Game Design: An Interactive Experience and Second Person. He is cited in many publications, and he is a regular lecturer and consultant on game design and writing in the U.S. and abroad.

Table of Contents

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.

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