Buch, Englisch, 368 Seiten, Format (B × H): 234 mm x 184 mm, Gewicht: 842 g
Designing Coursework as a Game
Buch, Englisch, 368 Seiten, Format (B × H): 234 mm x 184 mm, Gewicht: 842 g
ISBN: 978-0-367-24906-9
Verlag: Taylor & Francis Ltd
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.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
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.




