Selected Publications
Robertson, J. and Good, J. (in press). Adventure Author: A computer-game authoring tool for children. Accepted for publication in Educational Technology.
Alsmeyer, M., Luckin, R. and Good, J. (2006). Giving language learners the AffeX Factor: Developing an Affect Intelligent Foreign Language Learning Community. In G. Rebolledo-Mendez, E. Martinez-Miron (Eds): Workshop on Motivational and Affective Issues in ITS. 8th International Conference on ITS 2006, pp 46-53.
Good, J. and Robertson, J. (2006). CARSS: A Framework for Learner Centred Design with Children. International Journal of Artificial Intelligence in Education, 16 : 381-413.
Good, J. and Robertson, J. (2006). Learning and motivational affordances in narrative-based game authoring. In the Proceedings of the 4th International Conference for Narrative and Interactive Learning Environments (NILE), pp. 37-51.
Goolnik, S., Robertson, J. and Good, J. (2006). Learner centred design in the Adventure Author project. International Journal of Artificial Intelligence in Education, 16 : 415-438.
Howland, K., Good, J. and Robertson, J. (2006). Script Cards: A visual programming language for games authoring by young people. In the Proceedings of the IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) , pp. 181-184.
Hunt, J., Romero, P. and Good, J. (2006). Stories from the mobile workplace: An emerging narrative ethnography. In the Proceedings of the 18 th Annual Psychology of Programming Interest Group , pp. 153-165.
Robertson, J. and Good, J. (2006). Children's narrative development through game authoring. TechTrends, 49 : 43-59.
Robertson, J. and Good, J. (2006). Supporting the development of interactive storytelling skills in teenagers. In Z. Pan et al. (Eds.): Edutainment 2006, Lecture Notes in Computer Science 3942, pp. 348-357.
Robertson, J. and Good, J. (2005). Adventure Author: An Authoring Tool for 3D Virtual Reality Story Construction. In the Proceedings of the AIED-05 Workshop on Narrative Learning Environments, pp. 63-69.
Robertson, J. and Good, J. (2005). Story creation in virtual game worlds. Communications of the ACM, 48: 61-65.
Good, J. and Brna, P. (2004). Program comprehension and authentic measurement: A scheme for analysing descriptions of programs. International Journal of Human Computer Studies, 61: 169-185.
Good, J. and Robertson, J. (2004). A Multi-Faceted Look at Computer-Based Role-Playing Games Created by Children. In Proceedings of the 3rd International Conference for Narrative and Interactive Learning Environment (NILE), pp. 49-56.
Good, J. and Robertson, J. (2004). Computer games authored by children: a multi-perspective evaluation. In Interaction Design and Children 2004 Conference Proceedings, pp. 123-4, New York: ACM Press.
Robertson, J. and Good, J. (2004). Children’s narrative development through computer game authoring. In Interaction Design and Children 2004 Conference Proceedings, pp. 57-64, New York: ACM Press.
Robertson, J. and Good, J. (2003). Using a collaborative virtual role-play environment to foster characterisation in stories. Journal of Interactive Learning Research, 14(1), 5-29.
Robertson, J. and Good, J. (2003). Ghostwriter: A narrative virtual environment for children. In Interaction Design and Children 2003 Conference Proceedings, pp. 85-91, New York: ACM Press.
Good, J. and Oberlander, J. (2002). Verbal effects of visual programs: information type, structure and error in program summaries. Document Design, 3: 120-134.
Blackwell, A.F., Whitley, K.N., Good, J. and Petre, M. (2001). Cognitive factors in programming with diagrams. Artificial Intelligence Review, 15(1), 95-113.
Brna, P., Cox, R. and Good, J. (2001). Learning to think and communicate with diagrams: 14 questions to consider. Artificial Intelligence Review, 15(1), 115-134.
Good, J. (1999). VPLs and novice program comprehension: How do different languages compare? In Proceedings of the IEEE Symposium on Visual Languages, Tokyo, September 1999, pages 262-269.
Robertson, J., Good, J. and Pain, H. (1998). BetterBlether: The design and evaluation of a discussion tool for education. International Journal of Artificial Intelligence in Education, 9, 219-236.
Good, J. and Brna, P. (1998). Explaining Programs: when talking to your mother can make you look smarter. In Proceedings of the Tenth Annual Meeting of the Psychology of Programming Interest Group (PPIG-10), pp. 61-70.
Good, J. and Brna, P. (1998). Information Types and Cognitive Principles in Program Comprehension: Towards Adaptable Support for Novice Visual Programmers. In Intelligent Tutoring Systems (ITS '98), Lecture Notes in Computer Science, 1452, pages 314-323.
Good, J. and Brna, P. (1996) Novice Difficulties with Recursion: Do Graphical Representations Hold the Solution? In Proceedings of the European Conference on Artificial Intelligence in Education, Lisbon, Portugal, September 30 - October 2, 1996, pp. 364-371.
Good, J. (1996) The `right' tool for the task: an investigation of external representations, program abstractions and task requirements. In Proceedings of Empirical Studies of Programmers Sixth Workshop (ESP-6), Washington, D.C., January 1996.
Brna, P. and Good, J. (1996) Searching for Examples: An Evaluation of an Intermediate Description Language for a Techniques Editor. In Proceedings of the 8th Workshop of the Psychology of Programming Interest Group, Ghent, April 1996