Demo Data from VLDB 2026 / reviewers in the wild / expert
Jeff Stern
dblp:129/0643
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Design research and methods · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods
experience sampling |
0.2 | 1 | 2014 | Photographing information needs: the role of photos in experience sampling method-style research · CHI 2014 |
Design research and methods › research methodology
study design |
0.1 | 1 | 2014 | Photographing information needs: the role of photos in experience sampling method-style research · CHI 2014 |
Methods — techniques the papers use, named apart from their topics
retrospective survey · 0.2experience sampling · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Agile Development in Project-based Curriculum at Scale for Middle and High School Girls (Abstract Only)abstractAgile software development practices, which focus on iteration and adaptability, are commonly used in software engineering companies. Girls Who Code designed an after-school Clubs curriculum for middle and high school students that gives girls first-hand exposure to these practices. We use agile processes for two reasons. The first is practical: Over the course of a year-long Club, all participants collaboratively create a large project. Agile practices organize this effort. The second is mission-driven: We believe using real-world techniques and terminology will build girls' identities as computer scientists. Girls Who Code recognizes that when teaching 40,000 girls at scale, not every Clubs Facilitator will have had first-hand experience with agile development practices. We have created a curriculum to empower volunteers from any background to teach in an agile manner. Facilitators are given Session Outlines for each Club session that provide activities to structure the Club experience, as well as additional facilitator tips on topics such as finding an audience, researching pre-existing solutions, and developing solutions. Sarah Judd, Megan Sullivan, Jeff Stern |
SIGCSE | 3 |
| 2016 | Community and Collaboration in an All-female, Immersive Computer Science Program (Abstract Only)abstractGirls Who Code is a national nonprofit that operates after-school and summer programs to engage female students with computer science with the goal of reaching gender parity in the field. The Girls Who Code teaching philosophy and curriculum is designed around four major components: (1) developing a breadth of technical and computational thinking skills, (2) building on students' prior interests, (3) providing authentic exposure to mentors and real computer science projects, and (4) cultivating a community-focused classroom. Using qualitative and quantitative data collected from more than 1,500 students that have participated, this work explores the impact of Girls Who Code's intervention and the value of building community for effective computer science education. Jeff Stern |
SIGCSE | 1 |
| 2015 | Planning for success: how students use a grade prediction tool to win their classesabstractGameful course designs require a significant shift in approach for both students and instructors. Transforming a standard course into a good game involves fundamentally altering how the course functions, most notably by giving students greater control over their work. We have developed an application, GradeCraft, to support this shift in pedagogy. A key feature of the application is the Grade Predictor, where students can explore coursework options and plan pathways to success. We observed students in two gameful courses with differing designs using the Grade Predictor in similar ways: they spent similar amounts of time per session, increased usage when assignments were due and before making significant course decisions, predicted different types of assignments at different rates, and made more predictions in preparation for the end of semester. This study describes how students plan their coursework using the GradeCraft Grade Predictor tool. Caitlin Hayward, Stephen Aguilar, Adam Levick, Jeff Stern, Benjamin Plummer 0002, Barry J. Fishman |
LAK | 4 |
| 2015 | Teaching Introductory Computer Science for a Diverse Student Body: Girls Who Code Style (Abstract Only)abstractAt a time when less than twenty percent of AP Computer Science test-takers are female, Girls Who Code [GWC] has developed a unique teaching philosophy and effective curriculum to engage young women in CS early in their careers. This curriculum is built around cultivating exposure, interest, community and support, and technical skills. More than 500 young women have participated in GWC's Summer Immersion Programs, a seven-week, full-time computer science program for high school students. Ninety-five percent of participants said they are definitely or more likely to consider a major / minor in computer science after participation. Jeff Stern, Ashley Gavin, Kari Bancrof |
SIGCSE | 1 |
| 2014 | Photographing information needs: the role of photos in experience sampling method-style researchabstractThe Experience Sampling Method (ESM) enables researchers to capture information about participants' experiences in the moment. Adding an end-of-day retrospective survey also allows participants to elaborate on those experiences. Although the use of photos in retrospective interviews and surveys for memory elicitation is well known, little research has investigated the use of photos in ESM studies. As smartphone adoption increases facilitating ESM studies and making photo sharing easier, researchers need to continuously evaluate the method and investigate the role of photos in such studies. We conducted a large-scale ESM and retrospective survey study via Android smartphones with more than 1,000 US participants, and analyzed participants' photo submissions, including how photo use correlated with participants' data quality and what, if any, value photos added for researchers. Our study sheds light on the role of photos in ESM and retrospective studies that researchers can reference when constructing future study designs. Zhen Yue, Eden Litt, Carrie J. Cai, Jeff Stern, Kathy K. Baxter, Zhiwei Guan, Guangqiang (George) Zhang |
CHI | 4 |