March 24, 2020 Forthcoming
Reference - 256 Pages - 100 Color Illustrations
ISBN 9780367249052 - CAT# K423812
March 24, 2020 Forthcoming
Reference - 256 Pages
ISBN 9780367249069 - CAT# K423814
For Instructors Request Inspection Copy
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, 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, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You will also hear 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.
Key selling features:
Introduction. Part I: Introduction. Level 1: "Good Morning. You All Have an F". Level 2: Games in the Classroom. Part II: Multiplayer Classrooms. Level 3: Theory and Practice of Game Design Syllabi. Level 4: Theory and Practice of Game Design Class. Case Histories Introduction. Case History 1: Marked Tree High School. Level 5: Multiplayer Game Design Syllabi. Level 6: Multiplayer Game Design Class. Case History 2: University of Arizona South: Teaching with Technology. Level 7: Introduction to Game Design Syllabus. Level 8: Introduction to Game Design Class. Case History 3: Louisiana State University: Introduction to the Study of Education. Level 9: Designing Interactive Characters Syllabus. Level 10: Designing Interactive Characters Class. Case History 4: Valencia Community College: United States History to 1877. Part III: Game Design and Development. Level 11: Identifying Learning Objectives and Student Needs. Case History 5: Robert Louis Stevenson Middle School: General Math. Level 12: Student Demographics. Case History 6: Texas Tech University: History of Higher Education in the United States. Level 13: How Games are Designed. Case History 7: Ohio Valley College of Technology: Introduction to Keyboarding & Business Writing, Introduction to Computers. Level 14: Production. Part IV: After the Launch. Level 15: Playing the Game. Case History 8: Waunakee Community High School: Computer Science Classes. Part V: After This Book. Level 16: Designing the Future. Level 17: Resources. Index.