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Computer games authored by children: a multi-perspective evaluation

Published: 01 June 2004 Publication History

Abstract

The effects of games on learning and skill development are being examined by a number of researchers [1], although with the notable exception of Kafai [3], much research places children in the role of game consumers. In line with a constructionist approach [4], we believe that allowing children to design and implement their own games will lead to deeper learning and transferable skills.We are investigating the relationship between game creation and the development of children's narrative skills. Non-programmers can now create 3D interactive virtual reality role-playing games using toolsets that ship with certain commercial games (e.g. Neverwinter Nights). By adapting these toolsets, and the game content, to children, we could develop game creation environments which allow children to author narrative games by creating settings, characters, a plot structure, and possible dialogues for each character. Given the interactive nature of such dialogue, children would need to create multiple plot threads and associated dialogue. Other children could then play the game, and have a potentially different experience each time the game is played. We believe that these types of environments would have a beneficial effect on the development of narrative skills and overall literacy, and have carried out various pilot studies which look at the process of creating role-playing games by children [2, 5].In this paper, we look at the product of game creation, specifically at 3D interactive virtual reality games created by adolescents using the Neverwinter Nights toolset. We feel it is important to determine whether games which are considered to be good from an educational perspective are also good from the perspective of potential game players.To explore this question, we carried out a multi-faceted qualitative study from three perspectives: children, expert game designers, and teachers. As the basis for interaction with the three target groups, we used created by 10 young people aged 12-15 using the Neverwinter Nights toolset [5]. While examining the games, the interviewees discussed the features of successful games. Although there are clear, and expected, differences in perspective between the three groups, there are also common themes.

References

[1]
Gee, J. P. (2003). What Video Games Have to Teach us About Learning and Literacy. New York, NY: Palgrave Macmillan.
[2]
Good, J., & Robertson, J. (2003). Children's contributions to new technology: The design of AdventureAuthor. Interaction Design and Children 2003 Conference Proceedings (p. 153). New York, NY: ACM Press.
[3]
Kafai, Y. B. (1995). Minds in Play: Computer Game Design as a Context for Children's Learning. Hillsdale, NJ: Lawrence Erlbaum Associates.
[4]
Papert, S. (1980). Mindstorms: Children, Computers and Powerful Ideas. New York, NY: Basic Books.
[5]
Robertson, J., & Good, J. (submitted). Children's narrative development through computer game authoring. Submitted to the Journal of Interactive Media in Education.

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cover image ACM Conferences
IDC '04: Proceedings of the 2004 conference on Interaction design and children: building a community
June 2004
190 pages
ISBN:1581137915
DOI:10.1145/1017833
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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New York, NY, United States

Publication History

Published: 01 June 2004

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Overall Acceptance Rate 172 of 578 submissions, 30%

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  • (2005)TangicamProceedings of the 2005 conference on Interaction design and children10.1145/1109540.1109553(95-102)Online publication date: 8-Jun-2005

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