Title: A Game Creation Tool which Supports the Development of Writing Skills: Interface Design Consideratio
1A Game Creation Tool which Supports the
Development of Writing Skills Interface Design
Considerations
- Katy Howland, Judith Good and Ben du Boulay
- IDEAs Lab, Department of Informatics
- University of Sussex
- Brighton, BN1 9QH, UK
- K.L.HowlandJ.GoodB.du-Boulay_at_sussex.ac.uk
2Talk overview
- Background
- Teacher Consultation
- External Representations Theory
- Interface Design Considerations
- Future Work
3Background Motivation
- Concerns about childrens writing skills
- (Fisher et al., 2002, Goodwyn, 2002)
- Lack of motivation (Younger et al., 2005),
particularly between the ages of 11-14 (Goodwyn,
2002) - Apprehension (Mulholland and Robertson, 2001)
- Potential for game creation to help
- Can be very motivating
- Can provide a creative outlet for children who
have difficulty with traditional writing tasks - (Good and Robertson, 2006)
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5- Allows young people to create their own
interactive stories in the form of computer games - Provides targeted support for the creative
process of game design - (Robertson and Howells, In press Robertson and
Nicholson, 2007) - Has been used in the classroom as a stimulus for
creative writing activities -World Builder
Project
6Background Game Creation as Writing
- Creating a good game involves
- Creating realistic characters
- Developing interesting interactive plots
- Writing compelling dialogues, descriptions and
introductions. - (Bateman, 2007, Handler Miller, 2004, Ince, 2007)
- Being aware of your audience
- Reflecting on your creation
- (Good and Robertson, 2006)
7Background Problem
- NWN2 toolset makes commercial quality game
creation possible - BUT interface representations encourage a focus
on other aspects of game creation, e.g. level
design and combat related aspects of game. - Can redesigning the interface encourage
development of writing skills within game
creation without changing the fundamental nature
of the task and losing motivational factors of
task?
8Teacher Consultation on Writing Skills
- Four English teachers were interviewed to test
the viability of the project and gather their
opinions on game creation as a potential activity
for developing writing skills - They were asked to identify
- Any writing skills which could be developed
through game creation - Any alterations to the toolset interface which
could encourage further skills development
9Teacher Consultation on Writing Skills
- All four teachers felt that there was clear
potential for game creation to support
development of writing skills. Particularly in
terms of - Motivation
- Relevance to culture
- Different level of feedback peers care!
- Ownership and responsibility
10Teacher Consultation on Writing Skills
- Composition Skills
- Using language and structure to achieve
particular effects and appeal to the reader - Writing for creative, persuasive and
informational purposes - Understanding how meanings are changed when texts
are presented through different media - Audience Awareness
- Anticipating reader (player) reaction and being
sensitive to an unknown audience - Reflection
- Planning and drafting
- Critical analysis of self and others work
11Teacher Consultation on Writing Skills
- Is it writing?
- Yes
- Maybe depends on the context
- A stilted form mainly conversation and
character based - More (alphabetical) text please!
- Introductory screens, descriptions, diaries
- Creating characters, scenes and objects by
writing a description rather than selecting a
model. - By writing about it they have to think about
it!
12External Representations in Educational Software
- The Match-Mismatch Hypothesis
- (Gilmore and Green, 1984)
- Where a representation highlights a certain type
of information, tasks using that type of
information will be easier to perform than those
requiring other types of information - The NWN 2 toolset makes it easy to add a variety
of items to an area and set up fights, because
this is the information the interface highlights - It is harder to create an interactive branching
plot because this information isnt explicitly
represented, so the user has to hold this as a
mental representation
13External Representations in Educational Software
- Cognitive Offloading
- Trying to hold a mental representation in working
memory over a period of time can lead to
cognitive overload, something which learning
environments need to provide support for(Mayer
and Moreno, 2003) - It will be necessary to support users in building
complex plots by providing a representation of
narrative structure to support cognitive
off-loading.
14External Representations in Educational Software
- Easier is Not Always Better
- When the aim is to help students to learn, having
an interface which make certain tasks too easy
can work against this aim (Brna et al., 2001). - In the NWN toolsets the user can create a
character simply by dragging a character model
title from a list into the 3D area. - The task is only made easy by hiding the
complexity which the user needs to engage with if
they are to develop skills in creating
characters.
15External Representations in Educational Software
- Experiential and Reflective Cognition
- Norman distinguishes between experiential and
reflective cognition (Norman, 1993) - Reflective cognition requires the ability to
store temporary results and use those results in
further thought processes. - External representations can facilitate
reflective cognition by allowing more complex
chains of reasoning to be built up.
16External Representations in Educational Software
- Interfaces can Support Thoughtless Action
- Being able to drag in a generic character to the
game world turns a task which should require
considerable reflection into a purely
experiential task. - Svendsen (1991) concluded that whilst direct
manipulation interfaces can be very user-friendly
they can actually hinder problem solving if they
are supportive of thoughtless action. - Distinction between selection, which is quick and
easy and can be done without deep thought, and
composition, which requires considerable thought
and effort.
17Interface Design Considerations
- Concentrating Reflective Thought on the Right
Activities. - Limited amount of deep reflective thought
available it should be directed to tasks which
are pertinent to the educational aims of the
software - Saving the game shouldnt be a reflective task
- A complex scripting language is an undesirable
way of creating in-game events (unless the aim is
to teach coding skills) - (Howland et al., 2007)
18Interface Design Considerations
- Concentrating Reflective Thought on the Right
Activities. - Where the aim is to develop specific writing
skills the interface should encourage deep
reflective thought when it involves the practice
and development of those skills (which are
naturally composition rather than selection-based
tasks) - Other aspects of game creation should be carried
out easily through selection to avoid distraction
and unnecessary cognitive effort.
19Interface Design Considerations
- The Importance of Text
- Initial teacher consultation suggested that
writing in text should play a greater part in the
game creation process - Writing skills are not limited to text-based
composition, but being able to express ideas
through text is an important skill - Writing through text is a very reflective
process, which involves formulating thoughts
fully, so it is a good candidate for interaction
which encourages reflective cognition
20Interface Design Considerations
- The Importance of Text
- It is crucial however, that the key benefits of
game creation are not lost the motivating nature
of the activity, and the opportunity it provides
for children with poor literacy skills to express
themselves creatively and engage in creating
complex narratives - Demonstrate parallel relationship between text
and audio and visual representations of writing
components. Potential to bring out a key skill -
understanding how meanings are changed when texts
are adapted to different media
21Interface Design Considerations
- Granularity of activity
- Users will need to undertake some detailed,
low-level work, such as creating a character,
scene or story event from scratch. - Reflective cognition requires the ability to
store temporary results and use those results in
further thought processes. - So, to allow practice of higher level skills such
as plot structuring it should be possible to
re-use already created story aspects as narrative
building blocks.
22Future Work
- Next Steps
- Learner-Centred Design process underway will
culminate in creating and testing of low fidelity
prototype - Recently undertaken design work with target users
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24Future Work
- Tool created will function as a complementary
add-on to Adventure Author, and will be evaluated
in a school-based study with a view to
discovering - whether game creation activities can support the
development of 11-14 year old pupils writing
skills - how interface representations of a game under
creation affect the skills which can be developed
whilst creating games - whether game creation can be geared towards
specific skills development without losing the
motivational affordances of the task
25Questions