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The Multiplayer Classroom: Designing Coursework as a Game Paperback – Jun 9 2011

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Product Details

  • Paperback: 256 pages
  • Publisher: Course Technology PTR; 1 edition (June 9 2011)
  • Language: English
  • ISBN-10: 1435458443
  • ISBN-13: 978-1435458444
  • Product Dimensions: 18.7 x 1.8 x 23.2 cm
  • Shipping Weight: 644 g
  • Average Customer Review: 3.0 out of 5 stars 1 customer review
  • Amazon Bestsellers Rank: #170,619 in Books (See Top 100 in Books)
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Product Description


1. 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.

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 more than two dozen commercial and applied video games and MMOs. His most recent book from Course Technology PTR is The Multiplayer Classroom: Designing Coursework as a Game. Lee began his academic career at Indiana University, where he instituted the practice of designing classes as multiplayer games, and wrote and designed the alternate reality games in the Skeleton Chase series. Most recently, Lee was lead writer/designer on three games based on Agatha Christie novels, lead writer on Star Trek: Infinite Space, and lead writer on Zynga's Facebook game Indiana Jones Adventure World and an upcoming Kinect game for Harmonix. He is head of the team that is building the Emergent Reality Lab at Rensselaer, a mixed reality space for research and education; lead writer and design consultant on a game teaching math; and lead writer/designer of games teaching Chinese and business ethics. 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.

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Top Customer Reviews

Format: Paperback Verified Purchase
Written like a text book
More about use of games in college and university
So not what I was looking for
But clearly well written
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Most Helpful Customer Reviews on (beta) 4.2 out of 5 stars 38 reviews
42 of 42 people found the following review helpful
5.0 out of 5 stars A Paradigm Shift July 16 2011
By L. Graykin - Published on
Format: Paperback 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.
3 of 3 people found the following review helpful
4.0 out of 5 stars Coffeechug Book Reviews Sept. 14 2012
By A. Maurer - Published on
Format: Paperback Verified Purchase
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 the potential for this mode of teaching is unstoppable.

I have joined many online sites, chats, webinars, etc. pertaining to gamification and just keep falling in love with what people are doing. I am obsessed with this topic with about as much obsessionness(if even a word) as I am about going global in the classroom.

Many people have referenced this book and I finally broke down and bought the book to learn a little more.

This book pretty much takes us through the ups and downs of Lee Sheldon as he tries to figure out a way to gamify his college courses that he has taught. This is not a how to manual. I think that is what I liked best. There is no cookie cutter method to turning your classroom into a game mode atmosphere. Yes, certain things must be put into place, but at the end of the day the personality of the teacher, the students, the classroom, and the goals and objectives of learning will drive the game system.

I found the personal story and journey of Lee interwoven with other case studies to be beneficial. I learned new tricks and ideas as well as what not to do. I began to formulate my own opinions and ideas.

I have about 20 places tagged with sticky notes to mark important ideas about education and how to gamify my classroom.

Gamification is not for everyone. Nor does it work for every class or unit. However, if it does fit the bill, then students are going to love it. This book has me started on my own journey as begin to devise a unit right now using gamification. I am excited. I am hooked. What more do you want from a book than to walk away satisfied and hungry for more knowledge. Lee Sheldon has done just that.
5.0 out of 5 stars Excellent Resource Aug. 15 2016
By Bulldog - Published on
Format: Paperback Verified Purchase
Excellent resource for those that are just beginning to gamify their classrooms. He tells about what worked and didn't. I wasn't fond of some of the college level explanations (I teach High School), but he wrote what he knew. Highly recommended for those starting out.
11 of 11 people found the following review helpful
5.0 out of 5 stars Picture yourself as a mouse in Sheldon's own class ... Sept. 20 2011
By Daniel Bobinski - Published on
Format: Paperback Vine Customer Review of Free Product
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.
7 of 7 people found the following review helpful
4.0 out of 5 stars Good Theory, good case studies Nov. 15 2011
By S. J Parker - Published on
Format: Paperback Vine Customer Review of Free Product
I'm familiar with the gaming terminology, and the value of turning efforts into games, thanks in part to authors like Jane Mcgonigal. I picked up this book hoping to learn ways to include game techniques to Cub Scouts. Unfortunately, I did not get what I was looking for. The book does a great job explaining the value of gaming in education, and covers the theory quite well. The Author then does an excellent case study describing how he transformed his own class into a game. The problem is that I couldn't make the jump from his experience and case study to my own classroom. Maybe that's my fault. I found a distinct lack of discrete 'how-to' type examples. If you are the type of person who can learn and extrapolate from another person's examples, this book will probably go well for you. If you need a little more 'recipe' and direction, this book might not work for you.

It's a book worth reading, the theory is sound, the material compelling, and the case studies engaging. It just wasn't what I was looking for.