5 research outputs found
Narrative support for young game designers’ writing
Creating narrative-based computer games is a complex and challenging task. Narrative Threads is a suite of software tools designed to aid young people (aged 11-15) in creating their own narrative-based games as a writing development activity. A participatory design process highlighted the areas where additional support was required, and informed the iterative design of Narrative Threads. The tools are implemented as a plugin to a commercial game creation toolset, and constitute character and object design tools, a branching narrative diagramming tool and an augmented story map view. In this paper, we provide an overview of the design of the tools and describe an evaluation carried out with 14 children over a four-day workshop. The study examined tool usage patterns, and compared games created with Narrative Threads to those created using the standard toolset. The results suggest a number of ways in which dynamic external representations of story elements can support writing activities in narrative-based game creation. Young designers using Narrative Threads wrote more character dialogue, made stronger links between the conversations they wrote and wider game events, and designed more complex characters, compared to those using the standard toolset. In addition to showing how Narrative Threads can support young games designers, the results have broader implications for anyone looking to support storytelling and writing through game creation activities and tools
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
Narrative Threads: supporting young people in developing writing skills through narrative-based game creation
This thesis examines how narrative-based game creation can be used as an activity to improve writing skills for young people aged 11-15, and how additional representational support in a game creation tool can increase the benefits of the activity. Creating narrative-based games can involve traditional writing skills as well as requiring the 21st century skills of multimodal and interactive writing. Toolsets make it possible for young people to create 3D role-playing games with a commercial look and feel, but they do not provide support for the complex task of interactive and multimodal narrative creation.
To investigate the desirable features of a tool that would support this task and the associated learning, an extensive learner-centred design process was conducted. This involved teachers and young people, and also incorporated relevant theory synthesised into a design model. A suite of tools, Narrative Threads, was designed and developed through an iterative process to provide the support highlighted as important. Two evaluative studies were conducted in different learning contexts; a secondary school and a vacation workshop. A mixed-methods approach was used to examine the overall potential for the activity to support writing skills development and the impact made by additional representational support.
Comparative studies between groups showed some evidence that writing skills were improved for those taking part in game creation, and there were further benefits for groups using Narrative Threads in the workshop setting, but not in the school setting. Additionally, a multimodal analysis of the games created showed that many participants demonstrated a developing proficiency in using 3D graphical elements, text and sound to convey an interactive narrative. The findings indicate promise for the approach, although additional curricular and pedagogical support would be crucial if the potential is to be actualised in a classroom context
Enhancing Questionnaire Design Through Participant Engagement to Improve the Outputs of Evaluation.
Questionnaires are habitual choices for many user experience evaluators,
providing a well-recognised and accepted, fast and cost effective method of
collecting and analysing data. However, despite frequent and widespread use
in evaluation, reliance on questionnaires can be problematic. Satisficing,
acquiescence bias and straight lining are common response biases
associated with questionnaires, typically resulting in suboptimal responses
and provision of poor quality data. These problems can relate to a lack of
engagement with evaluation tasks, yet there is a lack of previous research
that has attempted to alleviate these limitations by making questionnaires
more fun or enjoyable to enhance participant engagement.
This research seeks to address whether ‘user evaluation questionnaires can
be designed to be engaging to improve optimal responding. The aim of this
research is to investigate if response quality can be improved through
enhancing questionnaire design both to reduce common response biases and
to maintain participant engagement. The evaluation context for this study was
provided by MIXER, an interactive, narrative-based application for intercultural
sensitivity learning, used and evaluated by 9-11 year old children in the
classroom context.
A series of Participatory Design studies with children investigated
engagement and optimal responding with questionnaires. These initial studies
informed the design of a series of questionnaires created in the form of three
workbooks that were used to evaluate MIXER with over 400 children.
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A mixed methods approach was used to evaluate the questionnaires. Results
demonstrate that by making questionnaire completion more enjoyable data
quality is improved. Response biases are reduced, quantitative data are more
complete and qualitative responses are more verbose and meaningful
compared to standard questionnaires. Further, children reported that
completing the questionnaires was a fun and enjoyable activity that they
would wish to repeat in the future.
As a discipline in its own right, evaluation is under-investigated. Similarly user
evaluation is not evaluated with a lack of papers considering this issue in this
millennium. Thus, this research provides a significant contribution to the field
of evaluation, highlighting that the outputs of user evaluation with
questionnaires are improved when participant engagement informs
questionnaire design. The result is a more positive evaluation experience for
participants and in return a higher standard of data provision for evaluators
and R&D teams
Designing an interface for multimodal narrative creation
Many young people struggle with developing writing skills, and computer game creation is a motivating activity with potential in this area. Existing software allows young people to design 3D areas and add game objects, but provides little or no interface support for writing and structuring narratives. This research explores the support required to create 3D multimodal narratives, adopting user-centred methods to design, build and evaluate a suite of dynamic representational tools. A key interface design challenge is developing representations that foster writing skills without losing the motivational immediacy of the activity