Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Mike Carbonaro is active.

Publication


Featured researches published by Mike Carbonaro.


Computers in Education | 2010

Computer-game construction: A gender-neutral attractor to Computing Science

Mike Carbonaro; Duane Szafron; Maria Cutumisu; Jonathan Schaeffer

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 participation in Computing Science. Experiments with game construction in grade 10 English classes showed that females enjoyed this activity as much as males and were just as successful. In this paper, we argue that: a) computer game construction is a viable activity for teaching higher-order thinking skills that are essential for Science; b) computer game construction that involves scripting teaches valuable Computing Science abstraction skills; c) this activity is an enjoyable introduction to Computing Science; and d) outcome measures for this activity are not male-dominated in any of the three aspects (higher-order thinking, Computing Science abstraction skills, activity enjoyment). Therefore, we claim that this approach is a viable gender-neutral approach to teaching Computing Science in particular and Science in general that may increase female participation in the discipline.


Computers in Education | 2008

Interactive story authoring: A viable form of creative expression for the classroom

Mike Carbonaro; Maria Cutumisu; Harvey Duff; Stephanie Gillis; Curtis Onuczko; Jeff Siegel; Jonathan Schaeffer; Allan Schumacher; Duane Szafron; Kevin Waugh

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 builders/constructors of computer games. Recently, several game companies, such as BioWare Corp. and Bethesda Softworks, have released game story creation tools to the public, along with their games. However, a major obstacle to using these commercial tools is the level of programming experience required to create interactive game stories. In this paper, we demonstrate that a commercial game story construction tool, BioWare Corp.s Aurora Toolset, can be augmented by our new tool, ScriptEase, to enable students in two grade ten English classes to successfully construct interactive game stories. We present evidence that describes the relationship between interactive story authoring and traditional story authoring, along with a series of factors that can potentially affect success at these activities: gender, creativity, intellectual ability, previous experiences with programming, time playing computer games, and time spent online. Results indicate that students can successfully construct sophisticated interactive stories with very little training. The results also show no gender differences in the quality of these interactive stories, regardless of programming experience or the amount of time per week playing computer games or participating in general online activities, although a subset of female students did show a slightly higher level of performance on interactive story authoring. In the educational context of this study, we show that ScriptEase provides an easy-to-use tool for interactive story authoring in a constructionist learning environment.


Science of Computer Programming | 2007

ScriptEase: A generative/adaptive programming paradigm for game scripting

Maria Cutumisu; Curtis Onuczko; Matthew McNaughton; Thomas Roy; Jonathan Schaeffer; Allan Schumacher; Jeff Siegel; Duane Szafron; Kevin Waugh; Mike Carbonaro; Harvey Duff; Stephanie Gillis

The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game story. This interruption in the game story authoring process has two distinct disadvantages: it increases the cost of game production and it introduces a disconnect between the authors intentions and the interactions produced from the programmers written scripts. We introduce a mechanism to solve these problems. We show that game authors (non-programmers) can generate the necessary scripts for implementing meaningful interactions between the PC and game objects using a three-step process. In the first step, the author uses a generative pattern (concept) to create a high-level description of a commonly occurring game scenario. In the second step, the author uses a standard set of adaptation operations to customize the high-level description to the particular circumstances of the story that is being told. In the third step, the author presses a button that automatically generates scripting code from the adapted pattern. We describe the results of three studies in which a combined total of 56 game story authors used this three-step process to construct Neverwinter Nights game stories, using a tool called ScriptEase. We believe that this generative/adaptive process is the key to future game story scripting. More generally, this article advocates the development of adaptive programming as an alternative to current constructive programming techniques, as well as the application of adaptive programming in many domains.


Medical Education Online | 2012

Developing interprofessional health competencies in a virtual world

Sharla King; David Chodos; Eleni Stroulia; Mike Carbonaro; Mark MacKenzie; Andrew Reid; Lisa Torres; Elaine Greidanus

BACKGROUND Virtual worlds provide a promising means of delivering simulations for developing interprofessional health skills. However, developing and implementing a virtual world simulation is a challenging process, in part because of the novelty of virtual worlds as a simulation platform and also because of the degree of collaboration required among technical and subject experts. Thus, it can be difficult to ensure that the simulation is both technically satisfactory and educationally appropriate. METHODS To address this challenge, we propose the use of de Freitas and Olivers four-dimensional framework as a means of guiding the development process. We give an overview of the framework and describe how its principles can be applied to the development of virtual world simulations. RESULTS We present two virtual world simulation pilot projects that adopted this approach, and describe our development experience in these projects. We directly connect this experience to the four-dimensional framework, thus validating the frameworks applicability to the projects and to the context of virtual world simulations in general. CONCLUSIONS We present a series of recommendations for developing virtual world simulations for interprofessional health education. These recommendations are based on the four-dimensional framework and are also informed by our experience with the pilot projects.Background: Virtual worlds provide a promising means of delivering simulations for developing interprofessional health skills. However, developing and implementing a virtual world simulation is a challenging process, in part because of the novelty of virtual worlds as a simulation platform and also because of the degree of collaboration required among technical and subject experts. Thus, it can be difficult to ensure that the simulation is both technically satisfactory and educationally appropriate. Methods: To address this challenge, we propose the use of de Freitas and Olivers four-dimensional framework as a means of guiding the development process. We give an overview of the framework and describe how its principles can be applied to the development of virtual world simulations. Results: We present two virtual world simulation pilot projects that adopted this approach, and describe our development experience in these projects. We directly connect this experience to the four-dimensional framework, thus validating the frameworks applicability to the projects and to the context of virtual world simulations in general. Conclusions: We present a series of recommendations for developing virtual world simulations for interprofessional health education. These recommendations are based on the four-dimensional framework and are also informed by our experience with the pilot projects.BACKGROUND Virtual worlds provide a promising means of delivering simulations for developing interprofessional health skills. However, developing and implementing a virtual world simulation is a challenging process, in part because of the novelty of virtual worlds as a simulation platform and also because of the degree of collaboration required among technical and subject experts. Thus, it can be difficult to ensure that the simulation is both technically satisfactory and educationally appropriate. METHODS To address this challenge, we propose the use of de Freitas and Olivers four-dimensional framework as a means of guiding the development process. We give an overview of the framework and describe how its principles can be applied to the development of virtual world simulations. RESULTS We present two virtual world simulation pilot projects that adopted this approach, and describe our development experience in these projects. We directly connect this experience to the four-dimensional framework, thus validating the frameworks applicability to the projects and to the context of virtual world simulations in general. CONCLUSIONS We present a series of recommendations for developing virtual world simulations for interprofessional health education. These recommendations are based on the four-dimensional framework and are also informed by our experience with the pilot projects.


Journal of Interprofessional Care | 2012

A cross-institutional examination of readiness for interprofessional learning

Sharla King; Elaine Greidanus; Rochelle Major; Tatiana LoVerso; Alan Knowles; Mike Carbonaro; Louise M. Bahry

This paper examines the readiness for and attitudes toward interprofessional (IP) education in students across four diverse educational institutions with different educational mandates. The four educational institutions (research-intensive university, baccalaureate, polytechnical institute and community college) partnered to develop, deliver and evaluate IP modules in simulation learning environments. As one of the first steps in planning, the Readiness for Interprofessional Learning Scale was delivered to 1530 students from across the institutions. A confirmatory factor analysis was used to expand upon previous work to examine psychometric properties of the instrument. An analysis of variance revealed significant differences among the institutions; however, a closer examination of the means demonstrated little variability. In an environment where collaboration and development of learning experiences across educational institutions is an expectation of the provincial government, an understanding of differences among a cohort of students is critical. This study reveals nonmeaningful significant differences, indicating different institutional educational mandates are unlikely to be an obstacle in the development of cross-institutional IP curricula.


international conference on software engineering | 2006

Evaluating pattern catalogs: the computer games experience

Maria Cutumisu; Curtis Onuczko; Duane Szafron; Jonathan Schaeffer; Matthew McNaughton; Thomas Roy; Jeff Siegel; Mike Carbonaro

Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, a pattern catalog could be created and used to provide re-usable patterns within a project and across a group of related projects. This idea raises a natural question. How can we measure the effectiveness of a pattern catalog or compare the effectiveness of different pattern catalogs? In this paper, we define four metrics that can be used to measure the effectiveness of pattern catalogs. We illustrate these metrics by applying them to a case study that uses a pattern catalog of generative design patterns to generate scripting code for computer games. The metrics are general enough to assess any pattern catalog, independent of application domain or whether the patterns are generative or descriptive.


Journal of Interactive Online Learning | 2010

Synchronous Problem-Based e-Learning (ePBL) in Interprofessional Health Science Education

Sharla King; Elaine Greidanus; Mike Carbonaro; Jane Drummond; Patricia Boechler; Renate Kahlke

Health Science teams are increasingly interprofessional and often require use of information communication technology. These shifts result in a need for health science students to learn online interprofessional teamwork skills early in their training. In response, one interprofessional communication skills course was remodelled from traditional Problem-based learning (PBL) to include learning in an online collaborative (team-based) environment (Elluminate). This study evaluates the types of interactions facilitated by an interprofessional e-problem-based learning (ePBL) activity. A qualitative analysis of recorded discussions in Elluminate yielded two major categories of results. First, the online learning environment was shown to facilitate small-group collaborative interactions by updating older tools, in terms of offering intuitive, accurate, and multiple communication tools, and enabling novel forms of interaction. Second, the online learning environment prompted discussion of technology-facilitated communication difficulties in a way that led to the remediation of these difficulties. These results suggest that, while there is a need for further research on the relationship between online synchronous (real-time) learning environments and collaborative learning, ePBL can enable positive and novel forms of student interaction and facilitate student learning.


E-learning | 2007

Adolescents Composing Fiction in Digital Game and Written Formats: Tacit, Explicit and Metacognitive Strategies

Jill Kedersha McClay; Margaret Mackey; Mike Carbonaro; Duane Szafron; Jonathan Schaeffer

This article reports on a study of 23 tenth-grade students who created fiction in digital game and written formats. The researchers observed them at work, analysed their stories in both formats, and interviewed selected students to learn what affordances and constraints they demonstrate and/or articulate in such authoring. The students used ScriptEase, a software tool that supports the creation of digital stories, based on the game engine of Neverwinter Nights (Bioware). The authors consider the theoretical literature about narrative and games, focusing especially on indicators of verbal tense and mood. They discuss the overlaps and differences between digital and written stories, drawing in particular on the work of two students, and they conclude with implications for theoretical understandings of contemporary narratives in multiple formats and implications for literacy education.


international conference on advanced learning technologies | 2014

Computational Thinking, Code Complexity, and Prior Experience in a Videogame-Building Assignment

Patricia Boechler; Corbett Artym; Erik deJong; Mike Carbonaro; Eleni Stroulia

Computational-thinking skills are an essential intellectual amplifier for all scientific and professional disciplines. Embedding these skills in the K-12 and University curricula is necessary for training the next generation of thinkers. A widely adopted approach to doing so is through simple and visual programming languages like Scratch and engaging assignments like video-game construction. In this work, we report on an empirical study we conducted with senior undergraduate education students aiming to understand how prior experience enables students to better develop their computation-thinking skills through a Scratch-based video-game assignment.


Resuscitation | 2013

Development and validation of a multiple choice examination assessing cognitive and behavioural knowledge of pediatric resuscitation: A report from the EXPRESS pediatric research collaborative

Jonathan P. Duff; Adam Cheng; Louise M. Bahry; Jeff Hopkins; Matthew Richard; Steven M. Schexnayder; Mike Carbonaro; Elizabeth A. Hunt; Vinay Nadkarni; Kristen Nelson-McMillan; Aaron Donoghue; Akira Nishisaki; Judy L. LeFlore; Walter Eppich; Mark Adler; Mike Moyer; Marisa Brett-Fleegler; Monica E. Kleinman; JoDee M. Anderson; Matthew Braga; Susanne Kost; Glenn Stryjewski; Steve Min; John Podraza; Joseph Lopreiato; Melinda Fiedor Hamilton; Kimberly Stone; Jennifer Reid; Jennifer Manos; Liana Kappus

INTRODUCTION Assessing the knowledge of Pediatric Advanced Life Support (PALS) based learning objectives of medical trainees is an important evaluation component for both residency programs and for research studies. In this study, a multiple-choice question (MCQ) examination was developed and validated for use in a larger pediatric simulation resuscitation study (EXPRESS study). METHODS Experts in pediatric resuscitation developed two MCQ exams using a set of pre-determined learning objectives. After a single center pilot, the exam was used as an assessment of cognitive skills in the EXPRESS study, a multicenter trial examining the use of scripted debriefing and high-fidelity simulation in pediatric resuscitation education. Results from the MCQ in the pre-intervention phase of the EXPRESS study were used to assess the reliability and validity of the MCQ examination. In addition, an Exploratory Factor Analysis (EFA) was carried to assess the underlying structure of the PALS-based learning objectives. RESULTS 435 health care professionals completed the MCQ examination with an average score of 69.3%. Significantly higher examination results were seen in physicians vs. non-physicians, senior vs. junior physicians and participants with up-to-date PALS certification. The EFA results indicated four distinct categories of items were assessed. CONCLUSION This short MCQ examination demonstrated reasonable reliability and construct validity. It may be useful to assess pediatric resuscitation knowledge in future studies or courses.

Collaboration


Dive into the Mike Carbonaro's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge