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Technical Report HW-MACS-TR-0088

TitleTowards an understanding of the creative process of classroom based computer game design
AuthorsJudy Robertson
AbstractThis paper investigates the creative process of computer game authoring in a classroom context. It presents a five stage creativity model, based on theoretical models from various disciplines as well as extensive empirical observation, which was used to inform the design of a learning environment called Adventure Author. The model was evaluated using data gathered from a six week field study with a class of twenty-five 11-12 year olds. Quantitative sequential analysis of log files was used to measure whether predicted transitions between phases in the model did occur in practice. The learners? interactions within the phases of problem finding and external validation were also studied. Case studies, derived from qualitative evaluation of the games, combined with analysis of log file data, lead to further insights into how patterns and frequencies of particular transitions lead to productive or less productive behaviour. The case study analysis suggests methods of improving Adventure Author in the future.


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