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The Multiplayer Classroom : Designing Coursework As a Game.

By: Material type: TextTextPublisher: Milton : Taylor & Francis Group, 2020Copyright date: ©2020Edition: 2nd edDescription: 1 online resource (369 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781000039122
Subject(s): Genre/Form: Additional physical formats: Print version:: The Multiplayer ClassroomDDC classification:
  • 371.39
LOC classification:
  • LB1029.G3 .S545 2020
Online resources:
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 -- 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.
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.
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.
Appendix F First Edition Case Study 6 -- Appendix G First Edition Case Study 7 -- Appendix H First Edition Case Study 8 -- Index.
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.
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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.

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.

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.

Appendix F First Edition Case Study 6 -- Appendix G First Edition Case Study 7 -- Appendix H First Edition Case Study 8 -- Index.

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.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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