VLDB 2026 Research / reviewers in the wild / expert
Torbjørn H. Netland
dblp:34/8774
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0001-7382-1051ORCID · verified
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% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computing education
educational technology |
0.9 | 1 | 2025 | "It's impressive, but in practice...": Experiencing a Realistic Digital Transformation in and beyond the Classroom · CHI 2025 |
Methods — techniques the papers use, named apart from their topics
empirical study · 0.9board game design · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | "It's impressive, but in practice...": Experiencing a Realistic Digital Transformation in and beyond the ClassroomabstractSerious games, particularly board games, have long been employed in production management education to teach various concepts.While they have demonstrated educational effectiveness, their integration with emerging Industry 4.0 technologies remains limited.Furthermore, there is a lack of empirical research on how industry practitioners apply these digitization technologies in the workplace.To bridge this gap, we designed a course that integrates digital technologies into a traditional board game.We conducted two studies to evaluate both knowledge gains within the classroom and knowledge transfer back into the manufacturing industry.Our results show an improved understanding of the synergies between production management principles and Industry 4.0 technologies, as well as the real-world challenges students face when attempting to transfer this knowledge.Our work contributes pedagogical and practical perspectives on how technology-enhanced serious games can extend learning in and beyond the classroom. Xiaoyu Zhang 0014, Alexander Albers, Torbjørn H. Netland |
CHI | 4 |