Demo Data from VLDB 2026 / reviewers in the wild / expert
Lorenzo Guasti
dblp:232/9551
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0003-1895-4024ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
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.
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% | |
| Network and information security
1 paper |
Blockchain and cryptocurrency security · 100% |
Topics — the 1 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computing education › pedagogy
game-based learning |
1.0 | 1 | 2026 | Introducing Blockchains at School Without Computers: Hands-On Sense-Making for Young Learners · CHI 2026 |
Methods — techniques the papers use, named apart from their topics
structured observation · 2.0pre/post questionnaire · 2.0iterative design · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Introducing Blockchains at School Without Computers: Hands-On Sense-Making for Young LearnersabstractBlockchain technologies are increasingly embedded in everyday digital experiences, yet their underlying mechanisms remain opaque to young learners. We present Blockchain@School, an unplugged board-game-based toolkit designed to make concepts such as distributed consensus, immutability, and cryptographic security tangible via collaborative play. Developed through an iterative design process with educators, Blockchain@School combines physical blocks and cards with a lightweight web application for real-time validation. We evaluated the toolkit in a series of 90-minute workshops with more than 300 primary and middle school learners (ages 9–13), using pre/post questionnaires, structured observations, and teacher feedback. Findings indicate significant improvements in learners’ understanding of blockchain principles, alongside high engagement and effective collaboration. Teachers reported that the activities can be easily integrated into existing curricula and replicated in autonomy. Our work demonstrates how unplugged, game-based learning can lower entry barriers to emerging technologies, foster digital citizenship, and support scalable approaches to teaching complex computational ideas in K–12 education. Maria Angela Pellegrino, Lorenzo Guasti |
CHI | 2 |