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The Multiplayer Classroom: Designing Coursework as a Game [Hardcover]

Lee Sheldon
4.2 out of 5 stars  See all reviews (17 customer reviews)

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Book Description

June 9, 2011 1435458443 978-1435458444 1
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!

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The Multiplayer Classroom: Designing Coursework as a Game + The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education + Reality Is Broken: Why Games Make Us Better and How They Can Change the World
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Editorial Reviews

Amazon.com Review


Multiplayer Classroom Shots


Multiplayer Classroom photo 1
Don't mess with a Game Designer
(Click to enlarge)
Multiplayer Classroom photo 2
Author and educator Lee Sheldon in action
 
Multiplayer Classroom photo 3
Student board game
 

Multiplayer Classroom photo 4
Presenting in character
Multiplayer Classroom photo 5
Student demonstration
Multiplayer Classroom photo 6
Student virtual game

See one of Lee Sheldon's course outlines, which illustrates principles of The Multiplayer Classroom.


Review

1. Gaming the Classroom. 2. Overview of the Current State of Education. 3. Video Games Entering the Classroom as a Supplement to Teaching. 4. Designing a Class as a Game. 5. Writing the Syllabus and Rubric. 6. Playing the Game. 7. Evaluating the Experience. 8. Case Studies. 9. Design for the Future. 10. Tools.

Product Details

  • Hardcover: 304 pages
  • Publisher: Cengage Learning PTR; 1 edition (June 9, 2011)
  • Language: English
  • ISBN-10: 1435458443
  • ISBN-13: 978-1435458444
  • Product Dimensions: 7.4 x 0.8 x 9.7 inches
  • Shipping Weight: 3.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (17 customer reviews)
  • Amazon Best Sellers Rank: #60,918 in Books (See Top 100 in Books)

More About the Author

Lee Sheldon is Associate Professor and Co-Director of the Games and Simulation Arts and Sciences program at Rensselaer Polytechnic Institute. He has written and designed over 20 commercial video games and MMOs. His latest book is The Multiplayer Classroom: Designing Coursework as a Game. His book Character Development and Storytelling for Games is required reading at many game developers and in game design programs at some of the world's most distinguished universities. A new edition will be published in 2012. Lee is a contributor to several additional books on video games including Well-Played 2.0 from Carnegie-Mellon's ETC, Writing for Video Game Genres from the IGDA, Game Design: An Interactive Experience and Second Person. He is cited in many publications; and is a regular lecturer and consultant on game design and writing in the US and abroad. Before his career in video games Lee wrote and produced over 200 popular television shows, including Star Trek: The Next Generation and Charlie's Angels. As head writer of the daytime serial Edge of Night he received a nomination for best writing from the Writers Guild of America. Lee has been twice nominated for Edgar awards by the Mystery Writers of America. His first mystery novel, Impossible Bliss, was re-issued in 2004. Lee began his academic career in 2006 at Indiana University where he taught game design and screenwriting. At IU Lee first instituted the practice of designing classes as multiplayer games; worked on the serious games Quest Atlantis and Virtual Congress; and wrote and designed the alternate reality games The Skeleton Chase and Skeleton Chase 2: The Psychic funded by the Robert Wood Johnson Foundation; and Skeleton Chase 3: Warp Speed funded by Coca-Cola. He continues as creative director of the narrative-driven MMO Londontown; and is head of the team working to build the Emergent Reality Lab at Rensselaer. Most recently he has been a design consultant and Lead Writer on Star Trek: Infinite Space; Lead Writer on Adventure World from Zynga; and currently Consultant/Writer at Harmonix.

Customer Reviews

4.2 out of 5 stars
(17)
4.2 out of 5 stars
It's about structuring your class as if it is a multiplayer roleplaying game. Warren Kelly  |  7 reviewers made a similar statement
Kids will LOVE this! Amy Barnabi  |  4 reviewers made a similar statement
Sheldon's book is easy to read and engaging, too (one would hope so, coming from a script-writer). Dan Bobinski  |  3 reviewers made a similar statement
Most Helpful Customer Reviews
17 of 17 people found the following review helpful
5.0 out of 5 stars A Paradigm Shift July 16, 2011
Format:Hardcover|Amazon Verified Purchase
When I first heard about what Lee Sheldon was doing in his college course, by way of a viewing of Jesse Schell's DICE Convention talk (distributed by TED), I looked for more info. Using XP to grade? How would this work? My gut told me that it was worth investigating further, so I poked around...and discovered that this textbook was about to be published, a scant week from my investigation. TIMING!

Having placed my order for a copy, I scoured TED for relevant talks (and found several), and began some cursory plans for my classroom.

When the book arrived, I put all planning on hold and read it. It proved to be a quick read, in part, no doubt, because the author had been/is a writer (for TV shows, notably Star Trek: The Next Generation; and for some of the best computer games out there). He knew how to keep the info engaging. One small example: Instead of chapters, the book has levels.

The Multiplayer Classroom offers a sturdy skeleton for a rethinking of your classroom content delivery. It shares the youthful history of using a gaming overlay in education step by step, as it evolved, and unashamedly allows for the criticisms of such restructuring to be voiced as well as the praises. (The latter easily overshadow the former.) The book explains the mechanisms games use to engage and entertain the player, and suggests how to use those same mechanisms to facilitate learning. And, it shares concrete examples from real-life applications.

Now, I will tell you straight up: There is content in this book that feels like filler. There are several tentative case-studies, reports of initial experiments that teachers at various levels in various disciplines have attempted. Not all of these have solid, decisive conclusions to share.

But why would we expect otherwise? We are talking about a true paradigm shift here: An entirely new way to cast--and consider--the content in your classroom. Very few educators have even heard about this possibility. Even fewer have tried implementing it.

I used to tell students when they entered my classroom for the first time that they had a clean slate. The implication? An "A+" was there, waiting for them to maintain. Now, I plan to go into this coming school year with the opening line Lee used: "Good morning. Welcome. Everyone in this class is going to receive an F." To be followed, after a pause, with, "Unless...."

More importantly, I am now working to intertwine my content (in my case middle school English) with a compelling story line, with surprises and rewards for the player (ie, students) along the way.

And I'm changing the terminology that will be used in the classroom. Why "write a free-choice paper" when you can "adventure"? Why "do a project" when you can "go on a quest"? And who'd prefer to "take a quiz" when they might "be inspected by an official from another province" or "take a test" when they might "tame a beast"? Words are amazingly powerful, and the connotations that certain terms bring can instantaneously engage or disconnect a reader/listener. In my class, students will unlock achievements, discover treasures, and battle illiteracy....

There is no change in content. My curriculum maps are still my guide. State-mandated standards are intact. What's changing? My delivery. The way I FRAME the content.

That's what this book is all about. It's cutting edge, and largely untested. But it's based in logic, in common sense. Its premise, in a nutshell: Using, in a classroom, those strategies which make games compelling...will make the classroom experience more compelling.

I'm creating my plans for the coming school year with both a confidence and an excitement I have not felt in years.
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5 of 5 people found the following review helpful
5.0 out of 5 stars Picture yourself as a mouse in Sheldon's own class ... September 20, 2011
Format:Hardcover|Amazon Vine™ Review (What's this?)
Who'd have thought that Lee Sheldon, a scriptwriter for the likes of Quincy, M.E. and Simon & Simon, as well as a writer/producer for Star Trek: The Next Generation and Charlie's Angels (plus many more) would be writing a book about improving learning in a classroom through the use of games? Well, he did it, and as someone who's been using games for years to teach management concepts to managers, I'm impressed. Sheldon's book is easy to read and engaging, too (one would hope so, coming from a script-writer).

The book is laid out in a well-structured format, and I immediately liked his first-person writing style. Books written for people anywhere near academe are often dry and lifeless. Not so, here. You'll feel like Sheldon is actually talking with you or even writing you a personal letter.

Know this is not a book about VIDEO games ... it's about classroom games, so you need no video game experience to do this. In fact, Sheldon clearly states in the opening paragraphs that "if teachers have never played a video game in their lives, they can create a course as a multiplayer classroom." Given that most of today's young learners are well-versed in multi-player games online, what a great way to capture their attention and get them learning in real classrooms.

I would describe this book as a sneak peak into Sheldon's own class or into his very-open diary on how to do classroom multiplayer games. You might even picture yourself as a mouse in the corner of his class, only with the benefit of opposable thumbs so you can write notes in the margins as you go.

For those who want to see quotes and references to Piaget and a host of other education experts and how this all factors into their theories, Sheldon doesn't' disappoint ... he simply does it in an engaging way. In the end, you'll learn a way to tap your students' creativity and keep THEM engaged in whatever topic you're teaching.

With a masters in education (and wrapping up Ph.D. in it, too), I've read a lot of studies lately on how games enhance student learning. Sheldon's book is a winner for showing you step-by-step how to succeed in this growing arena of multiplayer classroom learning. Highly recommended. Five stars all the way.
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7 of 8 people found the following review helpful
3.0 out of 5 stars A decent start on an excellent idea. December 19, 2011
Format:Hardcover|Amazon Vine™ Review (What's this?)
I wanted to try this book because the IDEA behind it fits with all the research I have been reading for grad school about creating a richer, more authentic, highly engaging, and student-centered classreoom learning environment. It SOUNDS like a great idea, and it would be, if actually implemented.

Unfortunately, the book was not the user-friendly manual it claimed to be. The methods described are highly complex, and would take longer than the school year to successfully set up and implement. Much, much more useful would be smaller more bite-size strategies that could be incorporated into lesson plans, ideas for classroom rules and policies that fit the multiplayer model, and user-friendly "interface."

Overall, the book was just not useful, though the idea behind it is. I hope to see more on this topic in the future.
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Most Recent Customer Reviews
3.0 out of 5 stars Sounds Good, But...
As an experienced and reputable teacher, I like to find ways to improve my instruction. I strongly believe in student centered instruction, higher level questioning, and open... Read more
Published 1 month ago by Latin Pod
4.0 out of 5 stars Coffeechug Book Reviews
One of my current education interests has been gamification in the education setting. I know that there are many beliefs about this topic, but I really believe that if done right... Read more
Published 8 months ago by A. Maurer
4.0 out of 5 stars Interesting, new view of teaching
As a member of the gaming generation (most gamers are 25-35) and in the process of completing my teaching certification, I was very interested in this book. Read more
Published 11 months ago by C. Ayres
3.0 out of 5 stars Some good ideas - really not sure how to implement
I like the idea of this book, and was really looking forward to reading it and seeing if I could use it in my classroom. Read more
Published 17 months ago by Carolyn Lee
5.0 out of 5 stars Less than I thought
I was hoping that I would be able to get more from this book for use in my classroom. I am planning a post-state-test unit using the very popular novel The Hunger Games, and I... Read more
Published 18 months ago by kim*designer
4.0 out of 5 stars Good Theory, good case studies
I'm familiar with the gaming terminology, and the value of turning efforts into games, thanks in part to authors like Jane Mcgonigal. Read more
Published 18 months ago by S. J Parker
3.0 out of 5 stars High School Application is Limited
The Multi Player Classroom sounds like a great idea.

When I requested the book, I thought it would give me ideas and suggestions (maybe some online links) of games that... Read more
Published 20 months ago by Rodney A. Warren
5.0 out of 5 stars Teachers: You need this THIS YEAR. But be smart about it.
Several years ago, I asked a hopelessly-devoted-to-his-Playstation friend what it was that drew him into video games. Read more
Published 20 months ago by SAlaska
4.0 out of 5 stars Get em achievements. People love achievements.
The Multiplayer Classroom isn't about the use of video games in a class, it's about structuring a class like a video game. Read more
Published 21 months ago by owookiee
5.0 out of 5 stars Outside The Box Classroom
Lee Sheldon is a gamer, a game designer, and a teacher. Those three things qualify him to write a book like this. Read more
Published 21 months ago by Warren Kelly
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