Personal tools
You are here: Home Instructional Technology & Learning Sciences Instructional Games Lesson 12: Track A Summaries

Lesson 12: Track A Summaries

Document Actions
  • Content View
  • Bookmarks
  • CourseFeed
Schedule   ::   Lesson 12   ::   Track A Summaries   ::   Track B Summaries   ::   Appendix B

Robertson, J.; Story Creation in Virtual Game Worlds

Reading summary/quotes:

This was an interesting article on student-created video games. The Game Maker workshop was a one-week summer workshop involving 10 secondary students. It allowed the students to design and create their own game stories using the NeverWinter Nights toolset. This toolset was a way to avoid many of the complexities of computer programming while focusing on creating a game narrative. The students all enjoyed the workshop, and a custom toolset, called AdventureAuthor, is now being created to address problems and limitations of the NeverWinter Nights toolset.

Until recently, creating you own computer game has required programming skills and complex math knowledge. Commercial games feature editors to create your own worlds and stories. Students who may struggle with writing or narrative due to apprehension can benefit from creating stories in game environments. Current commercial toolsets can be too genre specific for optimal educational adaptation.

“Additionally, with the decreasing focus on programming skills, at least for designing games within a game-creation environment, computer games can be integrated more tightly with specific domains within the curriculum, for example, literacy and narrative development, the subject of this article [p. 61].”

Many commercial games come with editors that allow players to make “mods.” This eliminates the need for complex programming or math skills to develop 3D games (p. 2).

Educational games must have the same level of quality as commercial games to sustain players’ interests (p. 2).

“They all reported they enjoyed the experience and would continue to use the Neverwinter Nights toolset if they had access to it. They became engrossed in the games design task and it was very difficult to persuade them to stop working and take breaks [p. 65].”

“The AdventureAuthor prototype addresses the limitations of Neverwinter Nights by providing a visual representation to support plot planning and interactive dialogue, as well as guides the user through the game creation process [6]. It will also allow for a broader range of settings and characters with more fully developed personalities [p. 65].”

Related articles/class discussions:

  • Computer Games in Education Project
  • Narrative in the Video Games Context
  • Use of Computer and Video Games in the Classroom

Discussion points/questions:

  • Would people possibly choose interactive fiction over NeverWinter Nights?
  • Is interactive fiction via 3D graphical games more/less effective than IF in text adventures? Why?
  • Besides dispelling apprehension, how can 3D games aid students with literacy?
Contributors: Tom Caswell, Marion Jensen, Jennifer Jorgensen, Jon Scoresby, and Tim Stowell
Copyright 2008, by the Contributing Authors. Cite/attribute Resource . admin. (2008, May 20). Lesson 12: Track A Summaries. Retrieved January 07, 2011, from Free Online Course Materials — USU OpenCourseWare Web site: This work is licensed under a Creative Commons License Creative Commons License
Online Degree Program
Utah State University offers an online masters degree program (MS & MEd) in Instructional Technology and Learning Sciences. Click below to find out more.