Yihuan Dong

dblp:168/1717 · DBLP profile ↗
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16ranked-venue papers
6as first author
6since 2021 · last 2023
0009-0006-2021-0170ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 13 · 5 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
YearPublicationVenuePosition
2023 A Case Study on When and How Novices Use Code Examples in Open-Ended Programming
abstract
Many students rely on examples when learning to program, but they often face barriers when incorporating these examples into their own code and learning the concepts they present. As a step towards designing effective example interfaces that can support student learning, we investigate novices' needs and strategies when using examples to write code. We conducted a study with 12 pairs of high school students working on open-ended game design projects, using a system that allows students to browse examples based on their functionality, and to view and copy the example code. We analyzed interviews, screen recordings, and log data, identifying 5 moments when novices request examples, and 4 strategies that arise when students use examples. We synthesize these findings into principles that can inform the design of future example systems to better support students.
Wengran Wang, Yudong Rao, Archit Kwatra, Alexandra Milliken, Yihuan Dong, Neeloy Gomes, Sarah Martin, Veronica Cateté, Amy Isvik, Tiffany Barnes, Chris Martens 0001, Thomas W. Price
ITiCSE (1)5
2021 Using Student Trace Logs To Determine Meaningful Progress and Struggle During Programming Problem Solving
Yihuan Dong, Samiha Marwan, Preya Shabrina, Tiffany Barnes, Thomas W. Price
EDM1
2021 You Really Need Help: Exploring Expert Reasons for Intervention During Block-based Programming Assignments
abstract
In recent years, research has increasingly focused on developing intelligent tutoring systems that provide data-driven support for students in need of assistance during programming assignments. One goal of such intelligent tutors is to provide students with quality interventions comparable to those human tutors would give. While most studies focused on generating different forms of on-demand support, such as next-step hints and worked examples, at any given moment during the programming assignment, there is a lack of research on why human tutors would provide different forms of proactive interventions to students in different situations. This information is critical to know to allow the intelligent programming environments to select the appropriate type of student support at the right moment.
Yihuan Dong, Preya Shabrina, Samiha Marwan, Tiffany Barnes
ICER1
2021 Exploring and Influencing Teacher Grading for Block-based Programs through Rubrics and the GradeSnap Tool
abstract
This article examines the grading process and profiles of secondary computer science teachers as they assess block-based student programming submissions. Through an iterative design process, we have created a new tool, Gradesnap, which streamlines how teachers can open, review, and evaluate student submissions within the same interface. Our study compares teachers’ grading processes using the different assessment formats, so that we can understand how their grading processes can be augmented or supported to reduce ’pain points’ and to enable teachers to provide more constructive and formative feedback for students. We use a case study approach to examine the experiences and outcomes of four secondary computer science teachers with varied teaching and assessment experience, when grading as usual, grading with a rubric, and grading with GradeSnap. Our study shows that when participants use GradeSnap, they are able to give supportive comments to lower performing and borderline students who need critical feedback to better understand misconceptions. We also discovered that the different grading processes provided a vehicle for reflection for some teachers in understanding their grading goals and how they enact them. This research is the first to examine teacher grading processes for computer science, and highlights the need for teacher preparation and support for providing programming feedback and assessment.
Alexandra Milliken, Veronica Cateté, Ally Limke, Isabella Gransbury, Hannah E. Chipman, Yihuan Dong, Tiffany Barnes
ICER6
2021 The Virtual Pivot: Transitioning Computational Thinking PD for Middle and High School Content Area Teachers
abstract
In 2018 and 2019, Infusing Computing offered face-to-face summer PD workshops to support middle and high school teachers in integrating computational thinking into their classrooms through week-long summer PD workshops and academic-year support. Due to COVID-19, 151 teachers attended the Summer 2020 PD workshops in a week-long virtual conference format. In this paper, we describe Virtual Pivot: Infusing Computing, which employed emerging technology tools, pre-PD training, synchronous and asynchronous sessions, Snap! pair programming, live support, and live networking. Drawing on findings from participant interviews and post-PD surveys, we argue that three categories of changes (digital tools, formats, and supports for teacher engagement and collaboration) were effective in increasing participants' self-efficacy in teaching CT, supporting collaboration, and enabling participants to design CT-infused content-area lessons. We conclude by discussing how elements of this virtual PD can be replicated to increase teacher and student access to CT practices in middle and high school classrooms
Robin Jocius, Deepti Joshi, Jennifer L. Albert, Tiffany Barnes, Richard Robinson, Veronica Cateté, Yihuan Dong, Melanie Blanton, W. Ian O'Byrne, Ashley Andrews
SIGCSE7
2021 PlanIT! A New Integrated Tool to Help Novices Design for Open-ended Projects
abstract
Project-based learning can encourage and motivate students to learn through exploring their own interests, but introduces special challenges for novice programmers. Recent research has shown that novice students perceive themselves to be "bad at programming, especially when they do not know how to start writing a program, or need to create a plan before getting started. In this paper, we present PlanIT, a guided planning tool integrated with the Snap! programming environment designed to help novices plan and program their open-ended projects. Within PlanIT, students can add a description for their project, use a to do list to help break down the steps of implementation, plan important elements of their program including actors, variables, and events, and view related example projects. We report findings from a pilot study of high school students using PlanIT, showing that students who used the tool learned to make more specific and actionable plans. Results from student interviews show they appreciate the guidance that PlanIT provides, as well as the affordances it offers to more quickly create program elements.
Alexandra Milliken, Wengran Wang, Veronica Cateté, Sarah Martin, Neeloy Gomes, Yihuan Dong, Rachel Harred, Amy Isvik, Tiffany Barnes, Thomas W. Price, Chris Martens 0001
SIGCSE6
2020 Code, Connect, Create: The 3C Professional Development Model to Support Computational Thinking Infusion
abstract
Despite the increasing attention to infusing CT into middle and high school content area classrooms, there is a lack of information about the most effective practices and models to support teachers in their efforts to integrate disciplinary content and CT principles. To address this need, this paper proposes the Code, Connect and Create (3C) professional development (PD) model, which was designed to support middle and high school content area teachers in infusing computational thinking into their classrooms. To evaluate the model, we analyzed quantitative and qualitative data collected from Infusing Computing PD workshops designed for in-service science, math, English language arts, and social studies teachers located in two Southeastern states. Drawing on findings from our analysis of teacher-created learning segments, surveys, and interviews, we argue that the 3C professional development model supported shifts in teacher understandings of the role of computational thinking in content area classrooms, as well as their self-efficacy and beliefs regarding CT integration into disciplinary content. We conclude by offering implications for the use of this model to increase teacher and student access to computational thinking practices in middle and high school classrooms.
Robin Jocius, Deepti Joshi, Yihuan Dong, Richard Robinson, Veronica Cateté, Tiffany Barnes, Jennifer L. Albert, Ashley Andrews, Nicholas Lytle
SIGCSE3
2019 Toward Data-Driven Example Feedback for Novice Programming
Rui Zhi, Samiha Marwan, Yihuan Dong, Nicholas Lytle, Thomas W. Price, Tiffany Barnes
EDM3
2019 Infusing Computing: Analyzing Teacher Programming Products in K-12 Computational Thinking Professional Development
abstract
In summer 2018, we conducted two week-long professional development workshops for 116 middle and high school teachers interested in infusing computational thinking (CT) into their classrooms. Teachers learned to program in Snap!, connect CT to their disciplines, and create infused CT learning segments for their classes. This paper investigates the extent to which teachers were able to successfully infuse CT skills of pattern recognition, abstraction, decomposition, and algorithms into their learning products.
Yihuan Dong, Veronica Cateté, Nicholas Lytle, Amy Isvik, Tiffany Barnes, Robin Jocius, Jennifer L. Albert, Deepti Joshi, Richard Robinson, Ashley Andrews
ITiCSE1
2019 Use, Modify, Create: Comparing Computational Thinking Lesson Progressions for STEM Classes
abstract
Computational Thinking (CT) is being infused into curricula in a variety of core K-12 STEM courses. As these topics are being introduced to students without prior programming experience and are potentially taught by instructors unfamiliar with programming and CT, appropriate lesson design might help support both students and teachers. "Use-Modify-Create" (UMC), a CT lesson progression, has students ease into CT topics by first "Using" a given artifact, "Modifying" an existing one, and then eventually "Creating" new ones. While studies have presented lessons adopting and adapting this progression and advocating for its use, few have focused on evaluating UMC's pedagogical effectiveness and claims. We present a comparison study between two CT lesson progressions for middle school science classes. Students participated in a 4-day activity focused on developing an agent-based simulation in a block-based programming environment. While some classrooms had students develop code on days 2-4, others used a scaffolded lesson plan modeled after the UMC framework. Through analyzing student's exit tickets, classroom observations, and teacher interviews, we illustrate differences in perception of assignment difficulty from both the students and teachers, as well as student perception of artifact "ownership" between conditions.
Nicholas Lytle, Veronica Cateté, Danielle Boulden, Yihuan Dong, Jennifer Houchins, Alexandra Milliken, Amy Isvik, Dolly Bounajim, Eric N. Wiebe, Tiffany Barnes
ITiCSE4
2019 PRADA: A Practical Model for Integrating Computational Thinking in K-12 Education
abstract
One way to increase access to education on computing is to integrate computational thinking (CT) into K12 disciplinary courses. However, this challenges teachers to both learn CT and decide how to best integrate CT into their classes. In this position paper, we present PRADA, an acronym for Pattern Recognition, Abstraction, Decomposition, and Algorithms, as a practical and understandable way of introducing the core ideas of CT to non-computing teachers. We piloted the PRADA model in two, separate, week-long professional development workshops designed for in-service middle and high school teachers and found that the PRADA model supported teachers in making connections between CT and their current course material. Initial findings, which emerged from the analysis of teacher-created learning materials, survey responses, and focus group interviews, indicate that the PRADA model supported core content teachers in successfully infusing CT into their existing curricula and increased their self-efficacy in CT integration.
Yihuan Dong, Veronica Cateté, Robin Jocius, Nicholas Lytle, Tiffany Barnes, Jennifer L. Albert, Deepti Joshi, Richard Robinson, Ashley Andrews
SIGCSE1
2019 Defining Tinkering Behavior in Open-ended Block-based Programming Assignments
abstract
Tinkering has been shown to have a positive influence on students in open-ended making activities. Open-ended programming assignments in block-based programming resemble making activities in that both of them encourage students to tinker with tools to create their own solutions to achieve a goal. However, previous studies of tinkering in programming discussed tinkering as a broad, ambiguous term, and investigated only self-reported data. To our knowledge, no research has studied student tinkering behaviors while solving problems in block-based programming environments. In this position paper, we propose a definition for tinkering in block-based programming environments as a kind of behavior that students exhibit when testing, exploring, and struggling during problem-solving. We introduce three general categories of tinkering behaviors (test-based, prototype-based, and construction-based tinkering) derived from student data, and use case studies to demonstrate how students exhibited these behaviors in problem-solving. We created the definitions using a mixed-methods research design combining a literature review with data-driven insights from submissions of two open-ended programming assignments in iSnap, a block-based programming environment. We discuss the implication of each type of tinkering behavior for learning. Our study and results are the first in this domain to define tinkering based on student behaviors in a block-based programming environment.
Yihuan Dong, Samiha Marwan, Veronica Cateté, Thomas W. Price, Tiffany Barnes
SIGCSE1
2018 The Impact of Data Quantity and Source on the Quality of Data-Driven Hints for Programming
Thomas W. Price, Rui Zhi, Yihuan Dong, Nicholas Lytle, Tiffany Barnes
AIED (1)3
2017 Evaluation of a template-based puzzle generator for an educational programming game
abstract
Although there has been much work on procedural content generation for other game genres, very few researchers have tackled automated content generation for educational games. In this paper, we present a template-based, automatic puzzle generator for an educational puzzle programming game called BOTS. Two experts created their own new puzzles and evaluated generator-generated puzzles for meeting the educational goals, the structural and visual novelty. We show that our generator can generate puzzles with expert-designed educational goals while saving experts more than 80% of creation time, and these puzzles exhibit structural and visual novelty compared to expert-created puzzles. The contribution of this work is defined and implemented the first template-based automatic puzzle generator that saves expert time while incorporating expert-designed educational goals and enhancing puzzle creativity.
Yihuan Dong, Tiffany Barnes
FDG1
2017 iSnap: Towards Intelligent Tutoring in Novice Programming Environments
abstract
Programming environments intentionally designed to support novices have become increasingly popular, and growing research supports their efficacy. While these environments offer features to engage students and reduce the burden of syntax errors, they currently offer little support to students who get stuck and need expert assistance. Intelligent Tutoring Systems (ITSs) are computer systems designed to play this role, helping and guiding students to achieve better learning outcomes. We present iSnap, an extension to the Snap programming environment which adds some key features of ITSs, including detailed logging and automatically generated hints. We share results from a pilot study of iSnap, indicating that students are generally willing to use hints and that hints can create positive outcomes. We also highlight some key challenges encountered in the pilot study and discuss their implications for future work.
Thomas W. Price, Yihuan Dong, Dragan Lipovac
SIGCSE2
2016 Generating Data-driven Hints for Open-ended Programming
Thomas W. Price, Yihuan Dong, Tiffany Barnes
EDM2