Demo Data from EDBT 2026 / reviewers in the wild / expert
Garrett Hedman
dblp:239/7672
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies
educational games |
0.4 | 1 | 2019 | Pyrus: Designing A Collaborative Programming Game to Promote Problem Solving Behaviors · CHI 2019 |
Learning and educational technologies
programming education |
0.4 | 1 | 2019 | Pyrus: Designing A Collaborative Programming Game to Promote Problem Solving Behaviors · CHI 2019 |
Collaborative and social computing
collaborative learning |
0.1 | 1 | 2019 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Pyrus: Designing A Collaborative Programming Game to Promote Problem Solving BehaviorsabstractWhile 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 |
CHI | 3 |