10/08/2021

The Multiplayer Classroom Game Plans Interview with Lee Sheldon

We’re delighted to be able to bring you this interview with Lee Sheldon about his new book ‘The Multiplayer Classroom: Game Plans’. If you’re interested in game-based learning then this book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. An excellent new companion book to the original ‘The Multiplayer Classroom’ book.

We talk about producing learning games that cost no money to produce and how much difference it makes when you do have a budget to build your game? What are the key roles and behaviours from the game developers needed for success?

How much story do you need to create for a successful ARG? Paragraphs or whole worlds? How close should the story you tell tie to the subject matter of what you’re teaching?

We talk about intrinsic and extrinsic rewards in the games, from publishing photos of player achievements to vouchers for pizza. How important are these? Which rewards did you find most popular?

Lee completed this book and released it during the COVID pandemic – we ask what have you seen that is wrong or right with remote teaching? What is the future like for teaching in higher education if we don’t utilise games?

And much more besides…

Get the book here: The Multiplayer Classroom: Game Plans – 1st Edition – Lee Sheldon – R (routledge.com)

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About Lee Sheldon

Lee Sheldon is a game writer/designer and educator. He is the author of The Multiplayer Classroom: Designing Coursework as a Game (Second Edition, March 2020), The Multiplayer Classroom: Game Plans (April 2021); and Character Development and Storytelling for Games (3rd edition coming 2021).

Commercial games include: The Lion’s Song (PC, Mac, iOS, Android); Suburbia 2 (Facebook); Disney Fantasia: Music Evolved (Xbox); Indiana Jones Adventure World (Zynga); and three games based on Agatha Christie novels. Recent classes designed as games: The Janus Door, a cybersecurity class for Cal Poly San Luis Obispo; Secrets: A Cyberculture Mystery Game, an online class for Excelsior College; and Crimson Dilemma, a business ethics video game for Indiana University.

Lee spearheaded the development of the first writing for games full concentration in the United States at Rensselaer Polytechnic Institute and the second at Worcester Polytechnic Institute. He just completed consulting on a NASA-funded game for science museums and planetariums involving exploration of the moon; and was a writer of Extra Credits, a YouTube television show focusing on games, game-based learning and associated topics.

In a former life he was a TV writer/producer with over 200 produced scripts from Charlie’s Angels to Star Trek: The Next Generation.

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Your interviewer is Pete Jenkins: CEO of Gamification+ Ltd, Lecturer at University of Brighton, Founder of The Gamification Awards, Chair of Gamification Europe, Co-Host of Health points Podcast, Export Champion for the Department for International Trade and Honorary Ambassador for GamFed.

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