The Multiplayer Classroom

The Multiplayer Classroom
Author :
Publisher : CRC Press
Total Pages : 369
Release :
ISBN-10 : 9781000039009
ISBN-13 : 1000039005
Rating : 4/5 (09 Downloads)

Book Synopsis The Multiplayer Classroom by : Lee Sheldon

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2020-03-09 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Multiplayer Classroom

The Multiplayer Classroom
Author :
Publisher : Cengage Learning
Total Pages : 284
Release :
ISBN-10 : 1435458443
ISBN-13 : 9781435458444
Rating : 4/5 (43 Downloads)

Book Synopsis The Multiplayer Classroom by : Lee Sheldon

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by Cengage Learning. This book was released on 2012 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to engage your students and raise their grades and attendance in your classroom. THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME 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. 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 don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Author :
Publisher : IGI Global
Total Pages : 358
Release :
ISBN-10 : 9781615207145
ISBN-13 : 1615207147
Rating : 4/5 (45 Downloads)

Book Synopsis Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study by : Baek, Young Kyun

Download or read book Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study written by Baek, Young Kyun and published by IGI Global. This book was released on 2010-05-31 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author :
Publisher : IGI Global
Total Pages : 1971
Release :
ISBN-10 : 9781668437117
ISBN-13 : 1668437112
Rating : 4/5 (17 Downloads)

Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Gamify Your Classroom

Gamify Your Classroom
Author :
Publisher : New Literacies and Digital Epistemologies
Total Pages : 0
Release :
ISBN-10 : 1433126702
ISBN-13 : 9781433126703
Rating : 4/5 (02 Downloads)

Book Synopsis Gamify Your Classroom by : Matthew Farber

Download or read book Gamify Your Classroom written by Matthew Farber and published by New Literacies and Digital Epistemologies. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.

Integrating Multi-User Virtual Environments in Modern Classrooms

Integrating Multi-User Virtual Environments in Modern Classrooms
Author :
Publisher : IGI Global
Total Pages : 367
Release :
ISBN-10 : 9781522537205
ISBN-13 : 1522537201
Rating : 4/5 (05 Downloads)

Book Synopsis Integrating Multi-User Virtual Environments in Modern Classrooms by : Qian, Yufeng

Download or read book Integrating Multi-User Virtual Environments in Modern Classrooms written by Qian, Yufeng and published by IGI Global. This book was released on 2018-01-26 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: As innovation advances and grows, classrooms are able utilize more advanced technology to educate students. Through virtual learning environments, students can experience real-life tasks and situations more directly, promoting active engagement in education. Integrating Multi-User Virtual Environments in Modern Classrooms provides emerging research on the development of multi-user virtual learning environments and their potential role in education. Highlighting a range of pertinent topics, such as project-based learning, social learning theory, and interactive media, this book is a vital resource for educational researchers, school teachers, college professors, and instructional designers seeking current research on the benefits and integration of multi-user virtual environments in modern education.

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts
Author :
Publisher : Lulu.com
Total Pages : 281
Release :
ISBN-10 : 9781329703568
ISBN-13 : 1329703561
Rating : 4/5 (68 Downloads)

Book Synopsis Learning and Education Games: Volume Two: Bringing Games into Educational Contexts by : Karen Schrier Shaenfeld

Download or read book Learning and Education Games: Volume Two: Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."