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

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 bu...

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Veröffentlicht in:Computers and education 2008-09, Vol.51 (2), p.687-707
Hauptverfasser: Carbonaro, Mike, Cutumisu, Maria, Duff, Harvey, Gillis, Stephanie, Onuczko, Curtis, Siegel, Jeff, Schaeffer, Jonathan, Schumacher, Allan, Szafron, Duane, Waugh, Kevin
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container_end_page 707
container_issue 2
container_start_page 687
container_title Computers and education
container_volume 51
creator Carbonaro, Mike
Cutumisu, Maria
Duff, Harvey
Gillis, Stephanie
Onuczko, Curtis
Siegel, Jeff
Schaeffer, Jonathan
Schumacher, Allan
Szafron, Duane
Waugh, Kevin
description 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.
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subjects Computer Software
Computers
Constructivism (Learning)
Creative Activities
Educational Technology
English Instruction
Games
Gender Differences
High School Students
Interactive story authoring
Neverwinter Nights
Programming
Role-playing games
Scripting
Scripts
Technology Integration
title Interactive story authoring: A viable form of creative expression for the classroom
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