Section 1: Introduction, Literature Review and Research Design and Method
 

Chapter 1 – Introduction
 

Chapter 2 – Literature Review

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
 

Chapter 4 – Rules

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

2) My gaming history

3) Observation blog entries

4) Questionnaire results

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

8) ‘Other’ comments

What did you like about the multiplayer classroom?

What didn’t you like about the multiplayer classroom?