The Multiplayer Classroom: Designing Coursework as a Game (Hardcover)
暫譯: 多玩家教室:將課程設計為遊戲

Lee Sheldon

商品描述

Discover how to engage your students and raise their grades and attendance in your classroom. 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. 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.

Key selling features:

  • An entirely new approach to teaching and classroom management.
  • Teaches professional educators or those learning to be educators, a new and exciting way to present course material.
  • Covers all types of classes - not discipline specific.
  • Reader-friendly style introduces the content and concepts in a logical way and includes real-life case studies.

商品描述(中文翻譯)

發現如何吸引學生並提高他們在課堂上的成績和出席率。這是您設計任何結構化學習體驗為遊戲的詳細指南。這本書是為專業教育工作者或正在學習成為教育工作者的人所寫,提供了通過使用在流行視頻遊戲開發中學到的原則來吸引和激發學生的工具。適合在課堂或會議室中使用,這本書採用讀者友好的風格,以邏輯的方式介紹遊戲概念和詞彙。您不需要任何製作遊戲或甚至玩遊戲的經驗來使用這本書。然而,您將學會如何為任何年齡段的任何主題創建多人遊戲。

主要銷售特點:

- 一種全新的教學和課堂管理方法。
- 教授專業教育工作者或正在學習成為教育工作者的人一種新穎且令人興奮的方式來呈現課程材料。
- 涵蓋所有類型的課程 - 不限於特定學科。
- 讀者友好的風格以邏輯的方式介紹內容和概念,並包括真實案例研究。

作者簡介

Lee Sheldon began his writing career in television as a writer-producer, eventually writing over 200 produced shows ranging from Charlie's Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). In 1994, tired of television, Lee turned to his new love: video games. Since then he has worked on over 40 games. In 2006 he began teaching video game writing and design at Indiana University. While there he first started designing classes as games. He also wrote and designed an alternate reality game that went through three iterations. The first two, The Skeleton Chase and Skeleton Chase 2: The Psychic, were funded by the Robert Wood Foundation and were designed to improve student fitness. The third, Skeleton Chase: Warp Speed was a redesign of the second game, shrinking playtime from 7 weeks to 3 days for a group of Coca Cola executives from North Africa.

In 2010 Lee moved to Rensselaer Polytechnic Institute where he was an Associate Professor in the Games and Simulation Arts and Sciences program. There he was co-director of the GSAS program for three years and created the first full writing for games program in North America. He was lead writer and creative director on several incarnations, both a class designed as a game and a digital version, of The Lost Manuscript a narrative-driven game teaching Chinese language and culture. He joined the Interactive Media and Game Development (IMGD) program at Worcester Polytechnic Institute in 2015 where he is again designing classes as games and has developed the second full writing for games curriculum in North America.

Lee's book Character Development and Storytelling for Games (Second Edition, 2013) is the standard text in the field. He wrote the bestselling book The Multiplayer Classroom: Designing Coursework as a Game (2011). Over 1500 people in 45 countries now follow the Facebook page for his method of teaching classes as multiplayer games. His recent applied game projects include The Janus Door, a cybersecurity class designed as a game, funded by an NSF grant, and currently running at California Polytechnic State University. He wrote and designed Secrets: A Cyberculture Mystery Game, an online class designed as a game teaching culture and identity on the Internet for Excelsior College that went live Fall 2015; and wrote Crimson Dilemma, a business ethics video game for his old school, Indiana University, that debuted Fall 2014. His most recent entertainment games are The Lion's Song, an episodic game following the creative and personal struggles of four.

作者簡介(中文翻譯)

李·謝爾登(Lee Sheldon)開始他的寫作生涯於電視界,擔任編劇和製作人,最終撰寫了超過200部製作節目,涵蓋從《天使之城》(Charlie's Angels,編劇)到《夜之邊緣》(Edge of Night,首席編劇)再到《星際爭霸戰:下一代》(Star Trek: The Next Generation,編劇兼製作人)。1994年,厭倦了電視工作,李轉向了他的新愛好:電子遊戲。自那時以來,他參與了超過40款遊戲的開發。2006年,他開始在印第安納大學教授電子遊戲寫作和設計。在那裡,他首次開始將課程設計成遊戲。他還撰寫並設計了一個經歷了三次迭代的替代現實遊戲。前兩個版本《骷髏追逐》(The Skeleton Chase)和《骷髏追逐2:心靈》(Skeleton Chase 2: The Psychic)由羅伯特·伍德基金會(Robert Wood Foundation)資助,旨在改善學生的健康狀況。第三個版本《骷髏追逐:超光速》(Skeleton Chase: Warp Speed)是第二款遊戲的重新設計,將遊玩時間從7週縮短至3天,針對一群來自北非的可口可樂高管。

2010年,李搬到倫斯勒理工學院(Rensselaer Polytechnic Institute),擔任遊戲與模擬藝術與科學(Games and Simulation Arts and Sciences)計畫的副教授。在那裡,他擔任GSAS計畫的共同主任三年,並創建了北美第一個完整的遊戲寫作課程。他是多個版本的《失落的手稿》(The Lost Manuscript)的首席編劇和創意總監,這是一款以敘事為驅動的遊戲,教授中文語言和文化。他於2015年加入伍斯特理工學院(Worcester Polytechnic Institute)的互動媒體與遊戲開發(Interactive Media and Game Development,IMGD)計畫,再次將課程設計成遊戲,並開發了北美第二個完整的遊戲寫作課程。

李的著作《遊戲角色發展與敘事》(Character Development and Storytelling for Games,第二版,2013)是該領域的標準教材。他撰寫了暢銷書《多人教室:將課程設計為遊戲》(The Multiplayer Classroom: Designing Coursework as a Game,2011)。目前有超過1500人來自45個國家關注他的教學方法Facebook專頁,該方法將課程設計為多人遊戲。他最近的應用遊戲項目包括《雅努斯之門》(The Janus Door),這是一門設計為遊戲的網絡安全課程,由國家科學基金會(NSF)資助,目前在加州理工州立大學(California Polytechnic State University)進行。他撰寫並設計了《秘密:網絡文化神秘遊戲》(Secrets: A Cyberculture Mystery Game),這是一門設計為遊戲的在線課程,教授互聯網上的文化和身份,為艾克塞爾西奧學院(Excelsior College)所開設,於2015年秋季上線;並為他的母校印第安納大學撰寫了商業倫理電子遊戲《紅色困境》(Crimson Dilemma),於2014年秋季首發。他最近的娛樂遊戲是《獅子的歌》(The Lion's Song),這是一款集集式遊戲,講述四位角色的創作和個人掙扎。

目錄大綱

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.

目錄大綱(中文翻譯)

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.