Support for Non IT Savvy Teachers to Incorporate Games

  • Cat Kutay
  • Moira Sim
  • Toni Wain
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8167)


This research is to provide the tools for novice IT users to develop immersive games for teaching. The tools were developed in the context of a project in which Aboriginal Australian people, who are members of university or general communities, describe and explain their culture to non-Aboriginal students. Learning from Aboriginal cultural ways of teaching, these tools can be applied to other domains.

The teaching environment includes recorded narratives in an interactive cross-cultural training game which is to be used as part of the professional preparation of students working in health.

The paper focuses on the tools used to generate learning environment from the stories. This includes authoring the rules for the agent’s emergent narrative in the teaching games, learning paths to link individual contribution into a coherent story, and scenarios generated using visual tools to support contributors.

The tools have been used to generate prototypes from a previously collected set of stories stories, constructing scenarios by compiling them from simpler interactions and this process will be used in future story collection workshops to provide story providers with better control of how they will contribute to the teaching framework.


Indigenous storytelling authoring tools 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. Gee, J.P.: What Video Games Have to Teach Us about Learning and Literacy. Palgrave Macmillan, New York (2003)Google Scholar
  2. Johnson, W.L., Valente, A.: Collaborative Authoring of Serious Games for Language and Culture. In: Proceedings of SimTecT 2008 (2008)Google Scholar
  3. Jordan, P.W., Hall, B., Ringenberg, M., Cue, Y., Rose, C.P.: Tools for Authoring a Dialogue Agent that Participates in Learning Studies. In: Proceedings of Artificial Intelligence in Education, Building Technology Rich Learning Contexts That Work, Los Angeles, California, USA (2007)Google Scholar
  4. Kutay, C., Ho, P., Whale, G.: Internet Based Groups in Computer Science: Helping Groups Work. In: Proceedings of ENABLE 1999, pp. 56–68. HIT, Helsinki (1989)Google Scholar
  5. Kutay, C., Ho, P.: Australian Aboriginal Grammar used in Knowledge sharing. In: Proceedings of IADIS International Conference on Cognition and Exploratory Learning in Digital Age, CELDA 2009, Rome, Italy (November 2009)Google Scholar
  6. Kutay, C., Riley, L., Mooney, J., Howard-Wagner, D.: Teaching Aboriginal Culture Online: sustaining traditions of knowledge sharing. In: Brown, M., Hartnett, M., Stewart, T. (eds.) Future Challenges, Sustainable Futures. Ascilite 2012, Wellington, New Zealand, pp. 529–538 (2012)Google Scholar
  7. Kutay, C., Howard-Wagner, D., Riley, L., Mooney, J.: Teaching Culture as Social Constructivism. In: Popescu, E., Li, Q., Klamma, R., Leung, H., Specht, M. (eds.) ICWL 2012. LNCS, vol. 7558, pp. 61–68. Springer, Heidelberg (2012)CrossRefGoogle Scholar
  8. Kutay, C., Mooney, J., Riley, L., Howard-Wagner, D.: Teaching through story Mapping. In: Technology, Knowledge and Society Conference, Los Angeles, USA (2013)Google Scholar
  9. Kutay, C., Mascarenhas, S., Paiva, A., Prada, R.: Intercultural-role Plays for e-Learning using Emotive Agents. In: Proceedings of the Fifth International Conference on Agents and Artificial Intelligence, Barcelona (2012)Google Scholar
  10. Langton, M.: Grandmothers’ Law, Company Business and Succession in Changing Aboriginal Land Tenure Systems. In: Yunipingu, G. (ed.) Our Land is Our Life, pp. 84–117. University of Queensland Press, Queensland (1997)Google Scholar
  11. Memh, F., Hardy, S., Göbel, S., Steinmetz, R.: Collaborative Authoring of Serious Games for Health. In: Proceedings of the 19th ACM International Conference on Multimedia, pp. 807–808 (2011)Google Scholar
  12. Murphy-Shigematsu, S.: Teaching Cross-Cultural Competence through Narrative: Literature and Arts in Medical Education. Family Medicine 41(9), 622–624 (2009)Google Scholar
  13. Pepe. Aaron, A., Santarelli, T.P.: Using Gaming Environments to Support Cross-Cultural Role-Play. In: Ergonomics in Design: The Quarterly of Human Factors Applications, vol. 17(3), pp. 14–19 (July 2009)Google Scholar
  14. Povinelli, E.: Labour’s Lot: The power, history and culture of Aboriginal action. University of Chicago Press (1993)Google Scholar
  15. Search, P.: Digital storytelling for cross-cultural communication in global networking. In: Griffin, R., Avgerinou, M., Giesen, J. (eds.) History, Community and Culture: Celebrating Tradition and Transforming Our Future, pp. 1–6. International Visual Literacy Association, Loretto (2007)Google Scholar
  16. Xtranormal Storytelling software (2013),

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Cat Kutay
    • 1
  • Moira Sim
    • 2
  • Toni Wain
    • 2
  1. 1.CSE The University of New South WalesnAustralia
  2. 2.SIRCH Edith Cowan UniversityAustralia

Personalised recommendations