The two articles presented here resulted from my work in the Playing Beowulf project, during my research period at the London Knowledge Lab (Institute of Education UCL). This project involves the implementation of a game authoring software based on the Anglo-Saxon epic poem Beowulf. I made several case study analyses of the videogames created during a pilot workshop for the project, in October 2014, as well as interviews with their creators.
– Read more about Playing Beowulf here.
– My work at the LKL also resulted in a longer theoretical article (here).
Note: the articles are hosted at the DARE website.
A MissionMaker Case Study
This is a case study of an adventure created in MissionMaker, a videogame authoring tool for creative learning. This text is based on an analysis of the game and its creative process, as well as a conversation with its creator. The objective is to bring new insights about the MissionMaker software and its applications in education and research.
(Download link: pdf, Nov. 2014)
MissionMaker Conversations
This document is based on a series of conversations with participants of the Beowulf Workshop. Rather than a direct transcript, this text is an attempt to register and organize the most relevant information gathered in the conversations, and to present some general considerations and recurring topics.
(Download link: pdf, Dec. 2014)
References
FERREIRA, Daniel Peixoto. Beowulf Workshop: A MissionMaker Case Study. DARE website. Nov. 2014a.
______. Beowulf Workshop: MissionMaker Conversations. DARE website. Dec. 2014b.

[…] Afterwards I interviewed several of the participants about their experience in the workshop, including the game creation activity. These conversations, together with the case study analyses of the games, resulted in two articles (read more here). […]
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[…] – Read more about Playing Beowulf here. – I wrote two other articles based on this study (here). […]
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[…] While I was working in the project I participated in some of these workshops, including the first one (the pilot), which was held in October 2014. I made case study analyses of many of the videogames created by the participants, and in the following months I interviewed them individually. This study helped inform the design for the new version of MissionMaker (this analysis resulted in two articles, which I describe in greater detail in this post). […]
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