Domain-specific languages: an annotated bibliography
ACM SIGPLAN Notices
Developer's Guide to Computer Game Design
Developer's Guide to Computer Game Design
Tricks of the Windows Game Programming Gurus
Tricks of the Windows Game Programming Gurus
Game Design Theory and Practice
Game Design Theory and Practice
A Methodology for Developing Adaptive Educational-Game Environments
AH '02 Proceedings of the Second International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems
Using narrative as a motivating device to teach binary arithmetic and logic gates
Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education
Meta-design: a manifesto for end-user development
Communications of the ACM - End-user development: tools that empower users to create their own software solutions
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Making educational computer games "educational"
Proceedings of the 2005 conference on Interaction design and children
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Avatars Of Story (Electronic Mediations)
Avatars Of Story (Electronic Mediations)
Understanding Video Games
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Flow in games (and everything else)
Communications of the ACM
Instructor-Oriented Authoring Tools for Educational Videogames
ICALT '08 Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies
EMERGO: A methodology and toolkit for developing serious games in higher education
Simulation and Gaming
Educational game design for online education
Computers in Human Behavior
Story-Based Learning: The Impact of Narrative on Learning Experiences and Outcomes
ITS '08 Proceedings of the 9th international conference on Intelligent Tutoring Systems
Assessing the usability of a visual tool for the definition of e-learning processes
Journal of Visual Languages and Computing
Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
ICALT '09 Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies
Communications of the ACM - Scratch Programming for All
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
What designers want: Needs of interactive application designers
VLHCC '09 Proceedings of the 2009 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)
Immersive digital games: the interfaces for next-generation e-learning?
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: applications and services
Visual software tools for multimedia authoring
Journal of Visual Languages and Computing
Journal of Visual Languages and Computing
Hints: is it better to give or wait to be asked?
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part I
Visual Interactive Systems for End-User Development: A Model-Based Design Methodology
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
A narrative metaphor to facilitate educational game authoring
Computers & Education
Expert Systems with Applications: An International Journal
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This paper presents a DSVL that simplifies educational video game development for educators, who do not have programming backgrounds. Other solutions that reduce the cost and complexity of educational video game development have been proposed, but simple to use approaches tailored to the specific needs of educators are still needed. We use a multidisciplinary approach based on visual language and narrative theory concepts to create an easy to understand and maintain description of games. This language specifically targets games of the adventure point-and-click genre. The resulting DVSL uses an explicit flow representation to help educational game authors (i.e. educators) to design the story-flow of adventure games, while providing specific features for the integration of educational characteristics (e.g. student assessment and content adaptation). These highly visual descriptions can then be automatically transformed into playable educational video games.