Demo Data from EDBT 2026 / reviewers in the wild / expert
Eli Tucker-Raymond
dblp:98/10636
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 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.
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computing education
computational thinking |
0.4 | 1 | 2020 | Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development · CHI 2020 |
Computing education › pedagogy
game-based learning |
0.4 | 1 | 2020 | Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development · CHI 2020 |
Learning and educational technologies › active learning
constructionist learning |
0.1 | 1 | 2020 | Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development · CHI 2020 |
Learning and educational technologies
programming education |
0.1 | 1 | 2020 | Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
metrics-based analysis · 0.9dr. scratch · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Exploring How Game Genre in Student-Designed Games Influences Computational Thinking DevelopmentabstractGame design is increasingly used in modern education to foster Computational Thinking (CT). Yet, it is unclear how and if the game genre of student-designed games impact CT and programming. We explore how game genre impacts CT development and programming routines in Scratch games designed by 8th-grade students using a metrics-based approach (i.e., Dr. Scratch). Our findings show that designing particular games (e.g., action, storytelling) impact CT and programming development. We observe, for instance, that CT skills develop and consolidate fast, after which students can focus on aspects more specific to game design. Based on the results, we suggest that researchers and educators in constructionist learning consider the impact of game genre when designing game-based curricula for the learning of programming and CT. Giovanni Maria Troiano, Qinyu Chen, Ángela Vargas-Alba, Gregorio Robles, Gillian Smith 0001, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld |
CHI | 7 |
| 2020 | All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game DesignabstractGame design is emerging in contemporary education, especially in constructionist curricula for student-centered and discovery learning. While previous work focused on assessing how complementary skills (e.g., computational thinking) develop through game design, few have attempted to assess the very games designed by students. Here, we show preliminary results on using the Triadic Game Design (TGD) model to assess the elements that may constitute a ”balanced” student-designed game in the context of constructionist learning. Our results show that TGD is viable to carry out such assessment. We conclude by discussing the limitations of our approach and propose directions for future work. Giovanni Maria Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld |
FDG | 4 |
| 2019 | Is My Game OK Dr. Scratch?: Exploring Programming and Computational Thinking Development via Metrics in Student-Designed Serious Games for STEMabstractComputational thinking (CT) is key to digital literacy and helps develop problem-solving skills, which are fundamental in modern school. As game design shows potential for teaching CT, metrics like Dr. Scratch emerge that help scholars systematically assess the CT of student-designed games, particularly with Scratch. Compared to other CT metrics, Dr. Scratch scores the CT of Scratch projects automatically and can be used to describe CT development. However, previous research using Dr. Scratch summatively assessed CT, but did not look at CT development. We use Dr. Scratch to assess the CT development of Scratch games designed by 8th-grade students in STEM curricula. We show how CT proficiency in student-designed games develops differently in each CT dimension, where parallelism, synchronization, and logic develop proficiently, while developing abstraction seems hard. We discuss insights into game-based CT development for STEM, and suggest improvements for metric-based CT assessment. Giovanni Maria Troiano, Sam Snodgrass, Erinç Argimak, Gregorio Robles, Gillian Smith 0001, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld |
IDC | 7 |