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Skip to Search Results- 6Cutumisu, Maria
- 5Carbonaro, Mike
- 5Schaeffer, Jonathan
- 5Szafron, Duane
- 4Onuczko, Curtis
- 3Brown, Heather
- 3Generative pattern
- 3Scripting language
- 2Ambient behavior
- 2Autism spectrum disorders
- 2Collaborative behavior
- 2Computer games
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A meta-analysis on the reading comprehension skills of individuals with autism spectrum disorders
Download2013
Brown, Heather, Oram-Cardy, Janis, Johnson, Andrew
This meta-analysis examined 36 studies comparing autism spectrum disorder (ASD) and control groups in reading comprehension. Three moderators (semantic knowledge, decoding skill, PIQ) and two text types (high vs. low social knowledge) were examined as predictors of reading comprehension in ASD....
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2010
Carbonaro, Mike, Cutumisu, Maria, Schaeffer, Jonathan, Szafron, Duane
Enrollment in Computing Science university programs is at a dangerously low level. A major reason for this is the general lack of interest in Computing Science by females. In this paper, we discuss our experience with using a computer game construction environment as a vehicle to encourage female...
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Exploring the persuasive writing skills of students with high-functioning Autism Spectrum Disorder
Download2014
Johnson, Andrew, Brown, Heather, Smyth, Rachael, Oram-Cardy, Janis
Previous studies of students with high-functioning autism spectrum disorder (HFASD) have shown great variability in their writing abilities. Most previous studies of students with HFASD have combined individuals with linguistic impairments (HF-ALI) and individuals without linguistic impairments...
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Finding hope in the darkness: Stories of two Chinese newcomers enrolled in Canadian high school
Download2012
Hope has been described as the ability to envision a future in which one wishes to participate. A burgeoning body of research consistently points to the vital role hope plays in learning and successful change. Employing narrative inquiry (Clandinin and Connelly, 2000), in this paper, we explore...
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2006
Onuczko, Curtis, Schaeffer, Jonathan, Cutumisu, Maria, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Szafron, Duane
To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's...
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2006
Cutumisu, Maria, Szafron, Duane, Roy, Thomas, Carbonaro, Mike, McNaughton, Matthew, Schaeffer, Jonathan, Onuczko, Curtis
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors...
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Habits of mind and the split-mind effect: When computer-assisted qualitative data anlsyis software is used in phenomenological research
Download2012
Kreitzer, Linda, Brintnell, Sharon, Larsen, Denise, Goble, Erika, Austin, Wendy
When Marshall McLUHAN famously stated \"the medium is the message,\" he was echoing Martin HEIDEGGER's assertion that through our use of technology we can become functions of it. Therefore, how does adopting computer-assisted qualitative data analysis software affect our research activities and,...
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2008
Schaeffer, Jonathan, Cutumisu, Maria, Waugh, Kevin, Siegel, Jeff, Szafron, Duane, Schumacher, Allan, Duff, Harvey, Gillis, Stephanie, Carbonaro, Mike, Onuczko, Curtis
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than...
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Pedagogy in Perspective: Ethical Erosion and Effects on Empathy Levels in Healthcare Education
Download2021-03-22
Johnson, John Christy, Kim, Hyejun, Johnson, Peter Anto
Empathy significantly influences patient satisfaction, clinical outcomes, and professional satisfaction. Traditionally, empathy has been considered an inherent trait, which could not be learned. Now it is widely established that this fundamental attribute can be taught to healthcare providers -...
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2015
Blair, Kristen Pilner, Cutumisu, Maria, Schwartz, Daniel Lewis , Chin, Doris B.
We introduce one instance of a game-based assessment designed to measure students’ self-regulated learning choices. We describe our overarching measurement strategy and we present Posterlet, an assessment game in which students design posters and learn graphic design principles from feedback. We...