Q&A with Lee Sheldon: Turning the classroom into a multiplayer game
It turns out that video games aren’t only for children—or adults who refuse to grow up—after all.
Recognizing the educational potential of video games, teachers across the country are increasingly incorporating them into lesson plans.
Lee Sheldon , a video game writer and designer-turned-college-professor, is one of them. In September 2009, Sheldon decided to model one of his game-design classes at Indiana University on the concept of MMOs, massively multiplayer online games . His classroom literally became a game world, with students creating “avatars” and forming guilds. Instead of completing traditional assignments, students went on “quests” and “raids” or undertook “solo” missions. Perhaps the most striking change Sheldon made was to grade his students on experience points, also known as XP. Students started with zero experience and could “level up” by completing quests or raids. Eventually, the amount of experience each student earned determined his or her final grade.
Sheldon has since taught several “multiplayer classes” at Indiana University and, most recently, Rensselaer Polytechnic Institute in Troy, N.Y., where he’s been an associate professor since 2010. His latest book, The Multiplayer Classroom: Designing Coursework as a Game
Every “multiplayer class” started life as a standard lecture course, so I admit I was somewhat in stealth mode. I did mention the idea to my colleagues at Indiana University, including my chair. Some liked it, some didn’t. But no one told me I couldn’t do it, so I did it. Same at Rensselaer. The multiplayer classroom and the book I would be writing about it were known to my future colleagues. And, again, there were no real obstacles because I wasn’t creating new courses. My courses were simply taught in a different manner from the sessions taught by colleagues.
The subject of your multiplayer class is usually computer games. How well do you think this could be adapted for non-computer classes? And for younger students?
I added the case histories to the book to deliberately show that multiplayer classrooms were not limited to game courses. Non-gamers benefit as much as gamers because I’m applying game-design techniques, not assuming they play computer games. My primary example is a gardening course for seniors at an assisted living home. And the case histories also show that students from middle school through graduate school are benefiting. I think the younger the students are, the easier it would be for them to adapt to the teaching style since they start out playing games in school. Then games begin to drop away for some reason as they get older.
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Recognizing the educational potential of video games, teachers across the country are increasingly incorporating them into lesson plans. Lee Sheldon, a video game writer and designer-turned-college-professor, is one of them.
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TRACKING GRIZZLYS VIRTUAL LAB Lesson Plan | LessonPlans.com ...
How can the size of a population of grizzly bears be estimated?
PURPOSE: Students will explore a DNA fingerprinting technology that wildlife management biologists use to identify animals without ever touching them.
STANDARDS: 1.3.1, 4.4.5 Science; 1.1.1, 2.3.1 Tech
PROCEDURES: Students will navigate to the McGraw-Hill Virtual Lab website. http://www.mhhe.com/biosci/genbio/virtual_labs. From there students will find the topic: Tracking Grizzlies, click on it and it will take students to a Virtual Lab. There students will follow the procedures as outlined on the webpage to navigate their way through this lab investigation. There is an online Journal that students will fill out and submit. It also has a table tab that students will use to create and analyze the DNA of grizzly bear hair samples. Through this process students will learn how to distinguish between the numbers of bears in a surrounding environment and estimate the population through a new technique. When students have completed their assignment they can either print it out and submit it or they may e-mail their completed work to the teacher.
EVALUATION: Students will be evaluated on the information submitted from their virtual lab.
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