The Multiplayer Classroom

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The Multiplayer Classroom

Author : Lee Sheldon
Publisher : CRC Press
Page : 419 pages
File Size : 44,7 Mb
Release : 2020-03-09
Category : Computers
ISBN : 9781000039122

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The Multiplayer Classroom by Lee Sheldon Pdf

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

Author : Lee Sheldon
Publisher : Cengage Learning
Page : 284 pages
File Size : 49,9 Mb
Release : 2012
Category : Computers
ISBN : 1435458443

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The Multiplayer Classroom by Lee Sheldon Pdf

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!

The Multiplayer Classroom

Author : Lee Sheldon
Publisher : CRC Press
Page : 457 pages
File Size : 54,7 Mb
Release : 2021-03-04
Category : Computers
ISBN : 9781000381078

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The Multiplayer Classroom by Lee Sheldon Pdf

The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. 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 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. He 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. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.

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

Author : Baek, Young Kyun
Publisher : IGI Global
Page : 358 pages
File Size : 49,7 Mb
Release : 2010-05-31
Category : Computers
ISBN : 9781615207145

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

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.

Gamify Your Classroom

Author : Matthew Farber
Publisher : New Literacies and Digital Epistemologies
Page : 0 pages
File Size : 42,5 Mb
Release : 2014
Category : Educational games
ISBN : 1433126710

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Gamify Your Classroom by Matthew Farber Pdf

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.

Well Played 1.0

Author : Drew Davidson
Publisher : Lulu.com
Page : 444 pages
File Size : 48,8 Mb
Release : 2009-01-01
Category : Crafts & Hobbies
ISBN : 9780557069750

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Well Played 1.0 by Drew Davidson Pdf

Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis

Global Perspectives on Gameful and Playful Teaching and Learning

Author : Farber, Matthew
Publisher : IGI Global
Page : 330 pages
File Size : 48,7 Mb
Release : 2019-12-27
Category : Education
ISBN : 9781799820178

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Global Perspectives on Gameful and Playful Teaching and Learning by Farber, Matthew Pdf

In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

Unlocking the Potential of Puzzle-based Learning

Author : Scott Nicholson,Liz Cable
Publisher : SAGE
Page : 173 pages
File Size : 45,5 Mb
Release : 2020-12-16
Category : Education
ISBN : 9781529755312

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Unlocking the Potential of Puzzle-based Learning by Scott Nicholson,Liz Cable Pdf

Discover the educational power of puzzle-based learning. Understand the principles of effective game design, the power of well-crafted narratives and how different game mechanics can support varied learning objectives. Applying escape room concepts to the classroom, this book offers practical advice on how to create immersive, collaborative learning experiences for your students without the need for expensive resources and tools. Packed with examples, including a full sample puzzle game for you to use with your students, this book is a primer for classroom teachers on designing robust learning activities using problem-solving principles.

Teach with Magic

Author : Kevin Roughton
Publisher : Theme Park Press
Page : 216 pages
File Size : 54,7 Mb
Release : 2021-05
Category : Electronic
ISBN : 1683903064

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Teach with Magic by Kevin Roughton Pdf

Learn from the Engagement Masters Education is a battle for attention. Whether you are a teacher trying to reach a classroom full of students or a parent trying to prepare your child for the world to come, getting our audience to just listen can be a real challenge. When students have access to personalized entertainment sitting in their pockets, anything that doesn't jump out and grab their attention right away is easily drowned out. But there is a place where even today all those modern distractions melt away--Disneyland. When you're there, you're not only in a different world, you're in Walt Disney's world. Whether you are Peter Pan flying over London in Fantasyland or a rebel fighter struggling against the First Order in Galaxy's Edge, you are 100% engaged. Sights, sounds and even smells ensure that your brain is locked into the experience. If we can bring those techniques into our teaching, we can create engaging experiences for our students, grab their attention, and boost their learning. You'll improve your teaching and create a place students want to visit. In this book we'll learn from the world's greatest engagement masters--the Disney Imagineers. Through narrative visits to attractions throughout Disneyland and Disney California Adventure, you'll experience a visit to the park as we share memories and see how the Imagineers make it all work. We'll be guided by Imagineering icon Marty Sklar's Mickey's 10 Commandments of Theme Park Design as we turn our classrooms into the most engaging places on Earth!

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 52,8 Mb
Release : 2021-11-26
Category : Education
ISBN : 9781668437117

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

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.

Cases on Digital Game-Based Learning: Methods, Models, and Strategies

Author : Baek, Youngkyun
Publisher : IGI Global
Page : 626 pages
File Size : 54,7 Mb
Release : 2013-01-31
Category : Education
ISBN : 9781466628496

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Cases on Digital Game-Based Learning: Methods, Models, and Strategies by Baek, Youngkyun Pdf

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Computer Games and Language Learning

Author : M. Peterson
Publisher : Springer
Page : 256 pages
File Size : 41,8 Mb
Release : 2016-01-12
Category : Language Arts & Disciplines
ISBN : 9781137005175

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Computer Games and Language Learning by M. Peterson Pdf

A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.

Digital Games and Language Learning

Author : Mark Peterson,Kasumi Yamazaki,Michael Thomas
Publisher : Bloomsbury Publishing
Page : 288 pages
File Size : 42,7 Mb
Release : 2021-03-25
Category : Language Arts & Disciplines
ISBN : 9781350133013

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Digital Games and Language Learning by Mark Peterson,Kasumi Yamazaki,Michael Thomas Pdf

Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Using Technology with Classroom Instruction That Works

Author : Howard Pitler,Elizabeth R. Hubbell,Matt Kuhn
Publisher : ASCD
Page : 265 pages
File Size : 54,9 Mb
Release : 2012-08-02
Category : Education
ISBN : 9781416614968

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Using Technology with Classroom Instruction That Works by Howard Pitler,Elizabeth R. Hubbell,Matt Kuhn Pdf

Technology is ubiquitous, and its potential to transform learning is immense. The first edition of Using Technology with Classroom Instruction That Works answered some vital questions about 21st century teaching and learning: What are the best ways to incorporate technology into the curriculum? What kinds of technology will best support particular learning tasks and objectives? How does a teacher ensure that technology use will enhance instruction rather than distract from it? This revised and updated second edition of that best-selling book provides fresh answers to these critical questions, taking into account the enormous technological advances that have occurred since the first edition was published, including the proliferation of social networks, mobile devices, and web-based multimedia tools. It also builds on the up-to-date research and instructional planning framework featured in the new edition of Classroom Instruction That Works, outlining the most appropriate technology applications and resources for all nine categories of effective instructional strategies: * Setting objectives and providing feedback * Reinforcing effort and providing recognition * Cooperative learning * Cues, questions, and advance organizers * Nonlinguistic representations * Summarizing and note taking * Assigning homework and providing practice * Identifying similarities and differences * Generating and testing hypotheses Each strategy-focused chapter features examples—across grade levels and subject areas, and drawn from real-life lesson plans and projects—of teachers integrating relevant technology in the classroom in ways that are engaging and inspiring to students. The authors also recommend dozens of word processing applications, spreadsheet generators, educational games, data collection tools, and online resources that can help make lessons more fun, more challenging, and—most of all—more effective.

The Overly Honest Teacher

Author : Meredith Essalat
Publisher : The Collective Book Studio
Page : 175 pages
File Size : 40,5 Mb
Release : 2020-10-13
Category : Education
ISBN : 9781951412159

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The Overly Honest Teacher by Meredith Essalat Pdf

“When a teacher gives anything other than glowing feedback, it's tough to keep from slipping into a defensive stance. Enter The Overly Honest Teacher...written by seasoned educator and administrator Meredith Essalat, M.Ed. The Overly Honest Teacher is filled with tangible advice from how to best communicate with your children's teachers to how to start your kids' school day off on the right foot.” –Amy Lupold Bair, Founder of Resourceful Mommy Media, LLC All parents want their children to have the tools to vocalize their emotions—to own their opinions, their fears, and their views of the world. But parents don’t always feel prepared to take on the role of model adult. As both a teacher and a school principal, Meredith Essalat has lived the daily challenges of helping children navigate through their young lives. She has seen the struggles that parents have as they balance long working hours with the demands of home life. She sees that it’s the teachers who are often caught in the middle. In an effort to stop pointing out each other's flaws—and instead letting kids know they are supported—Essalat offers hard-won pointers that enable parents, teachers, and students alike to encourage one another with accountability. Combining humor with straightforward, practical advice, The Overly Honest Teacher educates parents on how to embrace everyday parenting gracefully. The results will be well-adjusted, positive, enthusiastic young adults ready to work hard and learn vastly.