Virtual kids of the 21st century: understanding the
Information Technology in Childhood Education Annual
Computer games and scientific visualization
Communications of the ACM - How the virtual inspires the real
Minds in Play: Computer Game Design as a Context for Children's Learning
Minds in Play: Computer Game Design as a Context for Children's Learning
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
What's the big idea? Toward a pedagogy of idea power
IBM Systems Journal
ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
Story creation in virtual game worlds
Communications of the ACM - Interaction design and children
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Evaluating pattern catalogs: the computer games experience
Proceedings of the 28th international conference on Software engineering
Generating Ambient Behaviors in Computer Role-Playing Games
IEEE Intelligent Systems
ScriptEase: A generative/adaptive programming paradigm for game scripting
Science of Computer Programming
Dialogue patterns-A visual language for dynamic dialogue
Journal of Visual Languages and Computing
Healthcare education with virtual-world simulations
Proceedings of the 2010 ICSE Workshop on Software Engineering in Health Care
A framework for evidence based visual style development for serious games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Computer-game construction: A gender-neutral attractor to Computing Science
Computers & Education
DevInfo GameWorks: supporting inquiry-based game design
ICLS '10 Proceedings of the 9th International Conference of the Learning Sciences - Volume 2
Developing a virtual-world simulation
Proceedings of the 3rd Workshop on Software Engineering in Health Care
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
RFID-based interactive multimedia system for the children
Multimedia Tools and Applications
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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.