Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Garrett Hedman

dblp:239/7672 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Human-computer interaction and ubiquitous 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
Learning and educational technologies · 87% Collaborative and social computing · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
educational games
0.412019
Pyrus: Designing A Collaborative Programming Game to Promote Problem Solving Behaviors · CHI 2019
Learning and educational technologies
programming education
0.412019
Pyrus: Designing A Collaborative Programming Game to Promote Problem Solving Behaviors · CHI 2019
Collaborative and social computing
collaborative learning
0.112019
Pyrus: Designing A Collaborative Programming Game to Promote Problem Solving Behaviors · CHI 2019

Methods — techniques the papers use, named apart from their topics

within-subjects study · 0.4behavior-centered game design · 0.4
YearPublicationVenuePosition
2019 Pyrus: Designing A Collaborative Programming Game to Promote Problem Solving Behaviors
abstract
While problem solving is a crucial aspect of programming, few learning opportunities in computer science focus on teaching problem-solving skills like planning. In this paper, we present Pyrus, a collaborative game designed to encourage novices to plan in advance while programming. Through Pyrus, we explore a new approach to designing educational games we call behavior-centered game design, in which designers first identify behaviors that learners should practice to reach desired learning goals and then select game mechanics that incentivize those behaviors. Pyrus leverages game mechanics like a failure condition, distributed resources, and enforced turn-taking to encourage players to plan and collaborate. In a within-subjects user study, we found that pairs of novices spent more time planning and collaborated more equally when solving problems in Pyrus than in pair programming. These findings show that game mechanics can be used to promote desirable learning behaviors like planning in advance, and suggest that our behavior-centered approach to educational game design warrants further study.
Joshua Li Shi, Armaan Shah, Garrett Hedman, Eleanor O'Rourke
CHI3