Interactive story authoring: A viable form of creative expression for the classroom

被引:27
作者
Carbonaro, Mike [2 ]
Cutumisu, Maria [1 ]
Duff, Harvey [2 ]
Gillis, Stephanie [3 ]
Onuczko, Curtis [1 ]
Siegel, Jeff [1 ]
Schaeffer, Jonathan [1 ]
Schumacher, Allan [1 ]
Szafron, Duane [1 ]
Waugh, Kevin [1 ]
机构
[1] Univ Alberta, Dept Comp Sci, Edmonton, AB T6G 2E8, Canada
[2] Univ Alberta, Fac Educ, Edmonton, AB T6G 2G5, Canada
[3] Edmonton Catholic Sch, Edmonton, AB T5K 1C2, Canada
基金
加拿大自然科学与工程研究理事会;
关键词
interactive story authoring; scripting; role-playing games; neverwinter nights;
D O I
10.1016/j.compedu.2007.07.007
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently, several game companies, such as BioWare Corp. and Bethesda Softworks, have released game story creation tools to the public, along with their games. However, a major obstacle to using these commercial tools is the level of programming experience required to create interactive game stories. In this paper, we demonstrate that a commercial game story construction tool, BioWare Corp.'s Aurora Toolset, can be augmented by our new tool, ScriptEase, to enable students in two grade ten English classes to successfully construct interactive game stories. We present evidence that describes the relationship between interactive story authoring and traditional story authoring, along with a series of factors that can potentially affect success at these activities: gender, creativity, intellectual ability, previous experiences with programming, time playing computer games, and time spent online. Results indicate that students can successfully construct sophisticated interactive stories with very little training. The results also show no gender differences in the quality of these interactive stories, regardless of programming experience or the amount of time per week playing computer games or participating in general online activities, although a subset of female students did show a slightly higher level of performance on interactive story authoring. In the educational context of this study, we show that ScriptEase provides an easy-to-use tool for interactive story authoring in a constructionist learning environment. (C) 2007 Elsevier Ltd. All rights reserved.
引用
收藏
页码:687 / 707
页数:21
相关论文
共 49 条
[1]   Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature [J].
Anderson, CA ;
Bushman, BJ .
PSYCHOLOGICAL SCIENCE, 2001, 12 (05) :353-359
[2]  
[Anonymous], 2006, Computer Games
[3]  
[Anonymous], HDB RES ED COMMUNICA
[4]  
[Anonymous], 2000, TECH SAVV ED GIRLS N
[5]  
[Anonymous], DIGRA 2005 C CHANG V
[6]  
Bers M., 2002, Information Technology in Childhood Education, P123
[7]  
Bethke E., 2003, Game development and production
[8]   Effect of bilingualism and computer video game experience on the Simon task [J].
Bialystok, E .
CANADIAN JOURNAL OF EXPERIMENTAL PSYCHOLOGY-REVUE CANADIENNE DE PSYCHOLOGIE EXPERIMENTALE, 2006, 60 (01) :68-79
[9]  
Bruner J., 1986, Actual Minds, Possible Worlds, DOI [10.4159/9780674029019, DOI 10.4159/9780674029019]
[10]  
Bryce J., 2003, Leisure Studies, V22, P1, DOI 10.1080/02614360306571