The Multiplayer Classroom: Designing Coursework as a Game
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BeschreibungDiscover 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!
InhaltsverzeichnisIntroduction. PART I: INTRODUCTION. 1. Level 1: "Good Morning. You All Have an F". 2. Level 2: Games in the Classroom. PART II: MULTIPLAYER CLASSROOMS. 3. Level 3: Theory and Practice of Game Design Syllabi. 4. Level 4: Theory and Practice of Game Design Class. 5. Case Histories Introduction. 6. Case History 1: Marked Tree High School. 7. Level 5: Multiplayer Game Design Syllabi. 8. Level 6: Multiplayer Game Design Class. 9. Case History 2: University of Arizona South: Teaching with Technology. 10. Level 7: Introduction to Game Design Syllabus. 11. Level 8: Introduction to Game Design Class. 12. Case History 3: Louisiana State University: Introduction to the Study of Education. 13. Level 9: Designing Interactive Characters Syllabus. 14. Level 10: Designing Interactive Characters Class. 15. Case History 4: Valencia Community College: United States History to 1877. PART III: GAME DESIGN AND DEVELOPMENT. 16. Level 11: Identifying Learning Objectives and Student Needs. 17. Case History 5: Robert Louis Stevenson Middle School: General Math. 18. Level 12: Student Demographics. 19. Case History 6: Texas Tech University: History of Higher Education in the United States. 20. Level 13: How Games are Designed. 21. Case History 7: Ohio Valley College of Technology: Introduction to Keyboarding & Business Writing, Introduction to Computers. 22. Level 14: Production. PART IV: AFTER THE LAUNCH. 23. Level 15: Playing the Game. 24. Case History 8: Waunakee Community High School: Computer Science Classes. PART V: AFTER THIS BOOK. 25. Level 16: Designing the Future. 26. Level 17: Resources. Index.
Pressestimmen1. Structure and Process of Supervision. 2. Supervision Models: Psychotherapy-based Non-Psychotherapy-based. 3. Effective Supervision. 4. Supervisor. Gender and Perceived Stereotypes. Theoretical Orientation, Interaction and Learning Styles. BTI Types. Negative-Harmful Supervision. 5. Supervisee. Attachment Style. Self-presentation and Self-disclosure. Interaction and Learning Styles. Theoretical Orientation. Gender & Perceived Stereotypes. 6. Assessment of the Trainee. Knowledge and Skills. Personal Dynamics. Formal Assessment Tools. 7. Supervision Ethics. 8. Legal Aspects of Supervision in Psychotherapy. 9. Impacts of Culture and Diversity on the Supervisory Relationship and Process.
Untertitel: New. Sprache: Englisch.
Verlag: COURSE TECHNOLOGY
Erscheinungsdatum: Juni 2011
Seitenanzahl: 304 Seiten