Section 1: Introduction, Literature Review and Research Design and Method
Play and games
Failure isn’t negative in games
The psychosocial moratorium
Self-esteem
Challenge
Teamwork: collaboration, community and competition
Positive by-product
Flow and immersion
Narrative and fantasy
Motivation and rewards
Curiosity and randomness
Autonomy and control
Feedback
Possible failures
Chapter 3 – Research design and method
Design
Participants
Ethics
Data gathering
Observations
Questionnaires
Interviews
Set-up of the multiplayer classroom
Section 2: Presentation of Findings and Discussion
Behaviour in class
Punctuality
Uniform
Workstations
Chapter 5 – Enthusiasm and motivation
Tests and extra work
Chapter 6 – Likes and dislikes
XP and HP
Powers
Badges
Role playing
Random event
Doom die
Profiles, website and levelling up
Teamwork
Section 3: Conclusions
Chapter 7 – Conclusions and recommendations
Limitations
Recommendations
Implications for future practise
Appendices
1) Accessing the blog and multiplayer classroom site
5) Set-up of the multiplayer classroom
Expectations of participants in the multiplayer classroom
Classwork and activities
Timetable
Multiplayer classroom design
Website
6) Multiplayer classroom rules and the random Event
Rules
How can you gain XP?
Gaining Experience Points (XP)
Negatives – resulting in Hit Points (HP)
Going up a level
Special Points (SP)/Power Points (PP)
Events
Random events that will take place each lesson
7) MG midway and final results
What did you like about the multiplayer classroom?
What didn’t you like about the multiplayer classroom?