Publications & Contributions

Refereed Journal Articles

  1. Cutumisu, M., & Schwartz, D. L. (2017, In Press). The impact of critical feedback on students' choices, performance, and memory. Computers in Human Behavior. DOI: 10.1016/j.chb.2017.06.029. Impact factor: 3.435, Rank: 12% = 15/128.
  2. Cutumisu, M., & Bulut, O. (2017, Accepted). Problem-solving attitudes and gender as predictors of academic achievement in mathematics and science for Canadian and Finnish students in the PISA 2012 assessment. Journal of Educational Multimedia and Hypermedia (JEMH).
  3. Bulut, O., & Cutumisu, M. (2017, Accepted). When technology does not add up: ICT use negatively predicts mathematics and science achievement for Finnish and Turkish students in PISA 2012Journal of Educational Multimedia and Hypermedia (JEMH).
  4. Cutumisu, M., Blair, K. P., Chin, D. B., & Schwartz, D. L. (2016). Assessing whether students seek constructive criticism: The design of an automated feedback system for a graphic design task. International Journal of Artificial Intelligence in Education (IJAIED), pages 1-29, DOI: 10.1007/s40593-016-0137-5, Springer.
  5. Cutumisu, M., Blair, K. P., Chin, D. B., & Schwartz, D. L. (2015). Posterlet: A game-based assessment of children’s choices to seek feedback and to revise. Journal of Learning Analytics, 2(1), pp. 49-71. Acceptance rate: 43% = 3/7 (new journal).
  6. Carbonaro, M., Szafron, D., Cutumisu, M., & Schaeffer, J. (2010). Computer-game construction: A gender-neutral attractor to Computing Science. Computers and Education, 55(3), pp. 1098-1111. Impact factor: 2.617, Rank: 3% = 5/184.
  7. Carbonaro, M., Cutumisu, M., Duff, H., Gillis, S., Onuczko, C., Siegel, J., Schaeffer, J., Schumacher, A., Szafron, D., & Waugh, K. (2008). Interactive story authoring: A viable form of creative expression for the classroom. Computers and Education, 51(2), September, pp. 687-707. Impact factor: 2.19, Rank: 5% = 6/113.
  8. Cutumisu, M., Onuczko, C., McNaughton, M., Roy, T., Schaeffer, J., Schumacher, A., Siegel, J., Szafron, D., Waugh, K., Carbonaro, M., Duff, H., & Gillis, S. (2007). ScriptEase: A generative/adaptive programming paradigm for game scripting. Science of Computer Programming, 67(1), June, pp. 32-55. Impact factor: 0.832, Rank: 48% = 40/84.
  9. Cutumisu, M., Szafron, D., Schaeffer, J., McNaughton, M., Roy, T., Onuczko, C., & Carbonaro, M. (2006). Generating ambient behaviours in computer role-playing games. IEEE Journal of Intelligent Systems (IEEE IS), 21(5), Sept/Oct, pp. 19-27 (Invited paper - a preliminary version appeared as LNAI 3814, Springer-Verlag, INTETAIN ’05 Conference, 2005, pp. 34-43). Impact factor: 1.438, Rank: 30% = 28/93.
  10. Szafron, D., Carbonaro, M., Cutumisu, M., Gillis, S., McNaughton, M., Onuczko, C., Roy, T., & Schaeffer, J. (2005). Writing interactive stories in the classroom. Interactive Multimedia Electronic Journal of Computer-Enhanced Learning (IMEJ), 7(1), pp. 1-13. Acceptance rate: 27%.

Refereed Conference Proceedings Papers

  1. Cutumisu, M. (2017). Exploring the impact of the informational value of feedback choices on performance outcomes in an online assessment game. In Proceedings of the 14th International Cognition and Exploratory Learning in Digital Age (CELDA) Conference. Algarve, Portugal, October 18-20, pp. 1-8.  To be presented by M. Cutumisu.
  2. Cutumisu, M., & Schwartz, D. L. (2016). The relation between high-school students’ performance and feedback memory. In Proceedings of the London International Conference on Education. London, United Kingdom, November 14-17, pp. 1-6. Acceptance rate: 3% = 69/2646. Invited to the Journal Cross-Disciplinary Subjects in Education (IJCDSE), Volume 8, Issue 4, ISSN 2042 6364Presented by M. Cutumisu.
  3. Cutumisu, M., & Schwartz, D. L. (2016). The impact of middle-school students’ feedback choices and performance on their feedback memory. In Proceedings of the 13th International Cognition and Exploratory Learning in Digital Age (CELDA) Conference. Mannheim, Germany, October 28-30, pp. 103-110. Invited to the Computers in Human Behaviors journal. Acceptance rate: 49% = 34/69. Presented by M. Cutumisu.
  4. Cutumisu, M., & Schwartz, D. L. (2016). The effect of choosing versus receiving feedback on college students' performance. In Proceedings of the 13th International Cognition and Exploratory Learning in Digital Age (CELDA) Conference. Mannheim, Germany, October 28-30, pp. 95-102. Invited to the Computers in Human Behaviors journal, in conjunction with Cutumisu and Schwartz (2016). Acceptance rate: 49% = 34/69. Presented by M. Cutumisu.
  5. Cutumisu, M., & Schwartz, D. L. (2016). Choosing versus receiving feedback: The impact of feedback valence on learning in an assessment game. In Proceedings of the 9th International Educational Data Mining Conference (EDM’16), Raleigh, NC, USA, June 29-July 2, pp. 341-346. Acceptance rate: 33% = 51/154. Presented by M. Cutumisu.
  6. Conlin, L., Chin, D. B., Blair, K. P., Cutumisu, M., & Schwartz, D. L. (2015). Guardian angels of our better nature: Finding evidence of the benefits of design thinking. In Proceedings of the 122nd American Society for Engineering Education (ASEE’15), Seattle, WA, USA, June 14-17, 10 pages. Acceptance rate: 36% = 45/125. Finalist in the Best of DEED (Design in Engineering Education) Division.
  7. Blair, K. P., Pfaffman, J., Cutumisu, M., Hallinen, N., & Schwartz, D. L. (2015). Testing the effectiveness of an iPad math game: Lessons learned from running a multi-classroom study. Case Study. In Proceedings of the CHI’15, Seoul, Korea, April 18-23, pp. 727-734. Acceptance rate: 25% = 379/1520.
  8. Cutumisu, M., & Schwartz, D. L. (2014). Choosing negative feedback improves learning for students of all ages: A game-based assessment of seeking negative feedback and revising. In Proceedings of the London International Conference on Education, London, UK, November 10-12, pp. 171-176. Acceptance rate: 9% = 231/2620. Invited to the International Journal of Technology and Inclusive Education. Presented by M. Cutumisu.
  9. Cutumisu, M., Chin, D. B., & Schwartz, D. L. (2014). A game-based assessment of students’ choices to seek feedback and to revise. In Proceedings of the 11th Intl. Conf. on Cognition and Exploratory Learning in Digital Age (CELDA), Porto, October 25-27, pp. 17-24. Acceptance rate: 32% = 25/78. Best Paper. Invited to the Technology, Knowledge and Learning journal. Presented by M. Cutumisu.
  10. Cutumisu, M., & Szafron, D. (2009). An architecture for game behaviour AI: Behaviour multi-queues. In Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Stanford, CA, USA, October 14-16, pp. 20-27. Acceptance rate: 44% = 18/41. Presented by M. Cutumisu.
  11. Cutumisu, M., Szafron, D., Bowling, M., & Sutton, R. S. (2008). Agent learning using action-dependent learning rates in computer role-playing games. In Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Stanford, CA, USA, October 22-24, pp. 22-29. Acceptance rate: 40% = 32/80. Presented by M. Cutumisu.
  12. Carbonaro, M., Cutumisu, M., Duff, H., Gillis, S., Onuczko, C., Schaeffer, J., Schumacher, A., Siegel, J., Szafron, D., & Waugh, K. (2006). Adapting a commercial role-playing game for educational computer game production. In Proceedings of the 2nd North American Game-On Conference (GameOn-NA’06), pp. 54-61. Best Paper.
  13. Cutumisu, M., Onuczko, C., Szafron, D., Schaeffer, J., McNaughton, M., Roy, T., Siegel, J., & Carbonaro, M. (2006). Evaluating pattern catalogs – The computer games experience. In Proceedings of the 28th International Conference on Software Engineering (ICSE’06), Shanghai, China, pp. 132-141. Acceptance rate: 9.1% = 36/395.
  14. Cutumisu, M., Szafron, D., Schaeffer, J., McNaughton, M., Roy, T., Onuczko, C., Carbonaro, M. (2005). Generating ambient behaviors in computer role-playing games. In LNAI 3814, Intelligent Technologies for Interactive Entertainment (INTETAIN ’05), Springer-Verlag, Madonna di Campiglio, Italy, November 30 - December 2, pp. 34-43. Invited to the IEEE Journal of Intelligent SystemsPresented by M. Cutumisu.
  15. Onuczko, C., Cutumisu, M., Szafron, D., Schaeffer, J., McNaughton, M., Roy, T., Waugh, K., Carbonaro, M., & Siegel, J. (2005). A pattern catalog for computer role-playing games. In Proceedings of the 1st North American GameOn Conference (GameOn-NA’05), Canada, pp. 33-38.
  16. Carbonaro, M., Cutumisu, M., McNaughton, M., Onuczko, C., Roy, T., Schaeffer, J., Szafron, D., Gillis, S., & Kratchmer, S. (2005). Interactive story writing in the classroom: Using computer games. In Proceedings of the Digital Games Research Association Conference (DiGRA’05), pp. 323-338. Acceptance rate: 16% = 60/370.
  17. McNaughton, M., Cutumisu, M., Szafron, D., Schaeffer, J., Redford, J., & Parker, D. (2004). ScriptEase: Generative design patterns for computer role-playing games. In Proceedings of the International Conference on Automated Software Engineering (ASE’04), Linz, Austria, pp. 88-99. Acceptance rate: 14% = 26/18.
  18. Cutumisu, M., Chan, C., Lu, P., & Szafron, D. (2004). MCI-Java: A modified JVM approach to multiple code inheritance. In Proceedings of the 3rd VM Research & Technology Symposium (UsenixVM ‘04), San Jose, CA, USA, pp. 13-28. Acceptance rate: 35% = 14/40.

Refereed Conference Proceedings Paper Abstracts

* denotes highly-qualified personnel (HQP)

  1. Yuen, C.*, Solez, A.*, & Cutumisu, M. (2016). Game changers: Evaluating post-secondary students’ computational thinking in a video game building class. Extended Abstract. In Proceedings of the London International Conference on Education, London, United Kingdom, November 14-17, pp. 1-2. Acceptance rate: 1% = 26/2646. Presented by M. Cutumisu.
  2. Solez, A.*, Yuen, C.*, & Cutumisu, M. (2016). Quantifying children’s perceived gender roles and attitudes towards women in computing science. Extended Abstract. In Proceedings of the London International Conference on Education, London, United Kingdom, November 14-17, pp. 1-2. Best Extended Abstract. Acceptance rate: 1% = 26/2646. Presented by M. Cutumisu.

Refereed Conference Proceedings Posters

  1. Guo, Q.*, Cutumisu, M., & Cui, Y. (2017). A neural network approach to estimate student skill mastery in cognitive diagnostic assessments. Poster. In Proceedings of the 10th International Conference on Educational Data Mining (pp. 1-4), Wuhan, China: IEDMS, June 25-28.
  2. Cutumisu, M., & Schwartz, D. L. (2016). Learning choices predict high-school students’ memory for critical feedback. Poster. In Proceedings of the London International Conference on Education. London, United Kingdom, November 14-17, pp. 1-1. Acceptance rate: 21% = 9/43. Presented by M. Cutumisu.
  3. Cutumisu, M., & Szafron, D. (2008). Learning behaviours for non-player characters in computer role-playing games. Poster. In Proceedings of the 18th Canadian Conference on Intelligent Systems (IS ’08), Windsor, Canada, May 27-31. Presented by M. Cutumisu.
  4. Cutumisu, M., Szafron, D., Schaeffer, J., & Waugh, K. (2007). Motivational ambient and latent behaviours in computer RPGs. Poster. In Proceedings of the 3rd Annual Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE ’07), Stanford, CA, USA, June 6-8, pp. 74-76. Presented by M. Cutumisu.
  5. Cutumisu, M., Szafron, D., Schaeffer, J., Waugh, K., Onuczko, C., Siegel, J., & Schumacher, A. (2007). Motivational ambient and latent behaviours for non-player characters in CRPGs. Poster. In Proceedings of the 17th Annual Canadian Conference on Intelligent Systems (IS ’07), Montreal, Canada, May 27-30. Presented by M. Cutumisu.
  6. Cutumisu, M., & Szafron, D. (2006). Generative design patterns for interacting agent behaviours in computer role-playing games. Poster. In Proceedings of the 16th Annual Canadian Conference on Intelligent Systems (IS ’06), Victoria, Canada, May 31-June 2. Presented by M. Cutumisu.
  7. Cutumisu, M., Szafron, D., Schaeffer, J., McNaughton, M., Roy, T., & Onuczko, C. (2005). Using design patterns to generate ambient behaviours for interacting agents in computer role-playing games. Poster. In Proceedings of the 15th Annual Canadian Conference on Intelligent Systems (IS ’05), Quebec City, Canada, June 5-7. Presented by M. Cutumisu.
  8. Cutumisu, M., McNaughton, M., Schaeffer, J., & Szafron, D. (2004). AI scripting in computer role-playing games. Poster. In Proceedings of the 14th Annual Canadian Conference on Intelligent Systems (IS ’04), Ottawa, Canada, June 6-8. Presented by M. Cutumisu.
  9. Cutumisu, M., Lu, P., & Szafron, D. (2002). Multiple code inheritance in Java. Poster. IBM Cascon Conference (CASCON ’02), Toronto, Canada. Presented by M. Cutumisu.

Refereed Conference Proceedings Demonstrations

  1. Cutumisu, M., & Szafron, D. (2008). A demonstration of agent learning with action-dependent learning rates in computer RPGs. Demonstration. In Proceedings of the 4th Annual Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE ’08), Stanford, CA, USA, October 22-24, pp. 218-219. Presented by M. Cutumisu.
  2. Cutumisu, M., & Szafron, D. (2008). A demonstration of learning behaviours for non-player characters in computer role-playing games. Demonstration. In Proceedings of the 18th Canadian Conference on Intelligent Systems (IS ’08), Windsor, Canada, May 27-31. Presented by M. Cutumisu.
  3. Cutumisu, M., Szafron, D., Schaeffer, J., Waugh, K., Onuczko, C., Siegel, J., & Schumacher, A. (2007). A demonstration of ScriptEase interruptible and resumable behaviours for CRPGs. Demonstration. In Proceedings of the 22nd Association for the Advancement of Artificial Intelligence (AAAI ’07), Vancouver, Canada, July 22-26, pp. 1968-1969. Presented by M. Cutumisu.
  4. Cutumisu, M., Szafron, D., Schaeffer, J., Waugh, K., Onuczko, C., Siegel, J., & Schumacher, A. (2007). A demonstration of ScriptEase motivational ambient and latent behaviours for computer RPGs. Demonstration. In Proceedings of the 3rd Annual Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE ’07), Stanford, CA, USA, June 6-8, pp. 106-107. Presented by M. Cutumisu.
  5. Onuczko, C., Szafron, D., Schaeffer, J., Cutumisu, M., Siegel, J., Waugh, K., & Schumacher, A. (2007). A demonstration of SQUEGE: A CRPG sub-quest generator. Demonstration. In Proceedings of the 3rd Annual Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE ’07), Stanford, CA, USA, June 6-8, pp. 110-111.
  6. Cutumisu, M., Szafron, D., Schaeffer, J., Waugh, K., Onuczko, C., Siegel, J., & Schumacher, A. (2007). A demonstration of motivational ambient and latent behaviours for non-player characters in CRPGs. Demonstration. In Proceedings of the 17th Annual Canadian Conference on Intelligent Systems (IS ’07), Montreal, Canada, May 27-30. Presented by M. Cutumisu.
  7. Cutumisu, M., Szafron, D., Schaeffer, J., Waugh, K., Onuczko, C., Siegel, J., & Schumacher, A. (2006). ScriptEase – Motivational behaviours for interactive characters in computer role-playing games. Demonstration. In Proceedings of the 21st National Conference on Artificial Intelligence (AAAI ’06), Intelligent Systems Demonstrations Session, Boston, MA, USA, July 16-20. Presented by M. Cutumisu.
  8. Cutumisu, M., Szafron, D., Schaeffer, J., Waugh, K., Onuczko, C., Siegel, J., & Schumacher, A. (2006). A demonstration of ScriptEase ambient and PC-interactive behaviour generation for computer role-playing games. Demonstration. In Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment (AIIDE ’06), Marina del Rey, CA, USA, June 20-23. Presented by M. Cutumisu.
  9. Onuczko, C., Szafron, D., Schaeffer, J., Cutumisu, M., Siegel, J., Waugh, K., & Schumacher, A. (2006). Automatic story generation for computer role-playing games. Demonstration. In Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment (AIIDE ’06), Marina del Rey, CA, USA, June 20-23.
  10. Cutumisu, M., Szafron, D., Schaeffer, J., Waugh, K., Onuczko, C., Siegel, J., & Schumacher, A. (2006). A demonstration of generating motivational behaviours for interactive agents in computer role-playing games. Demonstration. In Proceedings of the 16th Annual Canadian Conference on Intelligent Systems (IS ’06), Victoria, Canada, May 31-June 2. Presented by M. Cutumisu.
  11. Cutumisu, M., Szafron, D., Schaeffer, J., McNaughton, M., Roy, T., Onuczko, C., & Carbonaro. M. (2005). A demonstration of the ScriptEase approach to ambient and perceptive NPC behaviours in computer role-playing games. Demonstration. In LNAI 3814, Intelligent Technologies for Interactive Entertainment (INTETAIN ’05), Springer-Verlag, Madonna di Campiglio, Italy, November 30 - December 2, pp. 311-314. Presented by M. Cutumisu.
  12. Cutumisu, M., Szafron, D., Schaeffer, J., McNaughton, M., Roy, T., & Onuczko, C. (2005). Using ScriptEase to generate independent and cooperative ambient behaviours for non-player characters in computer role-playing games. Demonstration. In Proceedings of the 15th Annual Canadian Conference on Intelligent Systems (IS ’05), Quebec City, Canada, June 5-7. Presented by M. Cutumisu.
  13. Cutumisu, M., McNaughton, M., Szafron, D., Roy, T., Onuczko, C., Schaeffer, J., & Carbonaro, M. (2005). ScriptEase – A demonstration of ambient behaviour generation for computer role-playing games. Demonstration. In Proceedings of the 1st Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE ’05), Marina Del Rey, CA, USA, June 1-3. Presented by M. Cutumisu.
  14. McNaughton, M., Cutumisu, M., Szafron, D., Schaeffer, J., Redford, J., & Parker, D. (2004). A demonstration of generating scripting code for computer role-playing games – ScriptEase. Demonstration. In Proceedings of the 19th IEEE International Conference on Automated Software Engineering (ASE ’04), Linz, Austria, September 20-24, pp. 386-387. Presented by M. Cutumisu.
  15. Cutumisu, M., McNaughton, M., Schaeffer, J., & Szafron, D. (2004). AI scripting in computer role-playing games. Demonstration. In Proceedings of the 14th Annual Canadian Conference on Intelligent Systems (IS ’04), Ottawa, Canada, June 6-8. Presented by M. Cutumisu.

Refereed Oral Conference Presentations*

For brevity, this section does not include conference proceedings presentations (papers, abstracts, posters, and demonstrations).

  1. Smith, V., Maas, D., Brown, H., & Cutumisu, M. (2017). Flexible Pathways to Writing. Paper. Partner Research Schools Conference. Calgary, Canada, August 24-25.
  2. Cutumisu, M., & Bulut, O. (2017). Problem-solving attitudes and gender as predictors of academic achievement in mathematics and science for Canadian and Finnish students in the PISA 2012 assessment. Paper. In Proceedings of the EdMedia Conference - World Conference on Educational Media & Technology, Washington, DC, June 20-23. Presented by M. Cutumisu.
  3. Bulut, O., & Cutumisu, M. (2017). When technology does not add up: ICT use negatively predicts mathematics and science achievement for Finnish and Turkish students in PISA 2012. Paper. In Proceedings of the EdMedia Conference - World Conference on Educational Media & Technology, Washington, DC, June 20-23. Presented by M. Cutumisu.
  4. Cutumisu, M. (2017). Learning choices predict middle-school students' performance and memory for critical informative feedback. Poster. 45th Canadian Society for the Study of Education (CSSE) Conference, May 28 - 31, Toronto, Canada. Presented by M. Cutumisu.
  5. Cutumisu, M. (2017). Critical feedback choices predict middle-school students memory for feedback. Paper. Thirteenth International Conference on Technology, Knowledge & Society, May 26 - 27, Toronto, Canada. Presented by M. Cutumisu.
  6. Cutumisu, M., & Schwartz, D. L. (2017). Assessing middle-school students’ feedback and revision behavior in a computer-based task. Symposium Paper (3000 words). American Educational Research Association (AERA '17) Symposium: Behavior Measurement - Investigating Performance Tasks as Measures of Social and Emotional Learning Skills, San Antonio, TX, USA, April 27 – May 1. Presented by M. Cutumisu.
  7. Cutumisu, M. (2017). Differences between female and male university students in growth mindset. Paper. Royce Conference, March 23 - 24, Edmonton, Canada. Presented by M. Cutumisu.
  8. Smith, V., Brown, H., Cutumisu, M., Andrews, K., & Maas, D. (2017). Flexible Pathways to Writing: Research Community of Practice. Poster. ENGAGE. March 23, University of Alberta.
  9. Cutumisu, M., & Schwartz, D. L. (2016). Learning choices predict high-school students’ memory for critical feedback. Poster. In Proceedings of the London International Conference on Education. London, United Kingdom, November 14-17, pp. 1-1. Session Presentation (different than the poster presentation). Presented by M. Cutumisu.
  10. Cutumisu, M., & Schwartz, D. L. (2016). Exploring the impact of feedback agency on the enjoyment of playing an assessment game. Paper. 44th Canadian Society for the Study of Education Conference (CSSE ‘16), Calgary, Canada, May 28 - June 1, pp. 1-5. Presented by M. Cutumisu.
  11. Cutumisu, M., Blair, K. P., Schwartz, D. L., & Chin, D. B. (2015). A game-based assessment of children’s choices to seek feedback and to revise. Paper. American Educational Research Association Annual Meeting (AERA ‘15), Chicago, IL, USA, April 16-20, pp. 1-9. Presented by M. Cutumisu.
  12. Chin, D. B., Cutumisu, M., & Schwartz, D. L. (2014). Got choice? A game-based model for learning assessments. Paper. 27th Annual Visitor Studies Association Conference (VSA ‘14), 12(1), Albuquerque, NM, USA, July 15-19, pp. 1-4.
  13. Schwartz, D. L., & Cutumisu, M. (2014). Choice-based assessments of preparation for future learning. Invited Presidential Address, Symposium: New ways to evaluate mathematics and science education. American Educational Research Association Annual Meeting (AERA ’14), Philadelphia, PA, USA, April 3-7.
  14. Schaeffer, J., Carbonaro, M., Cutumisu, M., McNaughton, M., Onuczko, C., Roy, T., & Szafron, D. (2005). Interactive story writing using ScriptEase. Invited Talk. In Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, Marina del Rey, CA, USA, June 1–3, pp. 163.
  15. Cutumisu, M., McNaughton, M., Schaeffer, J., & Szafron, D. (2005). AI Scripting in Computer Role-Playing Games. Best Poster. iCore Summit, Banff, Canada, August 31-September 2, 2005. Presented by M. Cutumisu.

Selected Non-refereed Contributions

  1. Garn, K., Spiteri, R., & Cutumisu, M. (2016). Mobile in class: Practi Workshop. Workshop. Sponsored by the Kule Institute for Advanced Studies (KIAS) Dialogue Grant. 9AM - 12PM, December 6, 2016. University of Alberta.
  2. Garn, K., Spiteri, R., & Cutumisu, M. (2016). Mobile in class: Blending strategies so learning sticks. Oral presentation. Sponsored by the Kule Institute for Advanced Studies (KIAS) Dialogue Grant. 3:30PM - 5PM, December 5, 2016. University of Alberta.
  3. Ma, H*, Yuen, C*, Solez, A*, Faisal, W*, & Cutumisu, M. (2016, August 16). The building blocks of computational thinking: Use of gaming in education. Women in Scholarship, Engineering, Science, & Technology (WISEST) Poster, University of Alberta.
  4. Faisal, W*, Yuen, C*, Solez, A*, Ma, H*, & Cutumisu, M. (2016, August 11). Break or bail: Creating Minecraft mods for computational thinking. High-school Internship Program (HIP) Poster, Department of Computing Science, University of Alberta.
  5. Cutumisu, M. (2010). Video game building workshop. Invited Workshop. Centre for Teaching and Learning, University of Alberta.

Media

  1. Sparks, S. (2017, April 30). Education WeekAERA: Measuring Persistence and Self-Control Through Tasks, Not Tests
  2. Kule Institute for Advanced Studies (KIAS) Winter Newsletter, University of Alberta (2017, January 10). Mobile in Class: Blending Strategies so Learning Sticks
  3. Hanlon, J. (2011, February 10). ExpressNews, University of Alberta. Computing science rewriting the program to get girls in the game
  4. Fahey, M. (2011, February 10). Kotaku. Luring Women Into Computer Science Through Gaming
  5. ScienceDaily, Science News (2011, February 9). Girls' interest in computing science piqued by making video games
  6. United Press International (UPI), Science News (2011, February 9). Study: Girls can design videogames, too
  7. Ottosen, E. (2007). Department of Computing Science Newsletter, University of Alberta. Research Profile: ScriptEase