Demo Data from EDBT 2026 / reviewers in the wild / expert
Yonggao Yang
dblp:98/1221
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0002-5345-647XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Graphics, 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.
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 77% Collaborative and social computing · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › remote collaboration
virtual collaboration |
0.0 | 1 | 2003 | MUVEES: a PC-based Multi-User Virtual Environment for Learning · VR 2003 |
Methods — techniques the papers use, named apart from their topics
pedagogical design · 0.0avatar behavior · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Validated Scale Measuring Student Self-Efficacy for Programming with Generative AIabstractThe rise of generative artificial intelligence (GenAI) has sparked a rapid change in computing curricula and teaching approaches. GenAI coding tools can accurately complete assignments, answer test questions, and perform other tasks traditionally associated with learning programming, especially at the introductory level. Because GenAI is still so new, researchers investigating student usage of GenAI have used informal rubrics and questionnaires. To advance, the field needs validated instruments that measure student perception and use of GenAI. This paper presents the development and initial validation of an instrument to measure self-efficacy while using GenAI to learn programming. Self-efficacy is an important construct in education research because it robustly correlates with student success, across disciplines and ages, including undergraduate computing education. Computing education researchers have presented several validated self-efficacy instruments, most recently by Steinhorst et al. in 2020. Critically, this instrument was created before the rise of GenAI’s popularity in 2022. To complement this instrument, we created a GenAI scale similar in style to the Steinhorst self-efficacy instrument, consisting originally of 11 items and revised to 5 items. We report two important findings in this paper. First, we found strong support for the validity of the existing Steinhorst instrument in a new context, specifically an introductory programming course that fully integrates GenAI. Second, the new GenAI scale shows strong internal reliability, discriminant validity with items in the Steinhorst subscales, and criterion validity with students’ GenAI usage patterns. Based on statistical analysis and cognitive probing interviews, we argue for the validity of the five-item scale to measure students’ GenAI self-efficacy in the context of programming. James Prather, Lauren E. Margulieux, Yekaterina Kharitonova, Yonggao Yang, Brent N. Reeves, Paul Denny 0001, Jamie Gorson Benario, Ernest D. V. Holmes, Erin M. Spaulding, Gweneth Barbre, Musa Blake, Juho Leinonen 0001 |
ICER (1) | 4 |
| 2003 | MUVEES: a PC-based Multi-User Virtual Environment for LearningabstractThis paper summarizes our NSF funded project, a PC-based multi-user learning environment: Multi-User Virtual Environment Experiential Simulator (MUVEES). The goal of this project is to create and evaluate graphical multi-user virtual environments that use digitized museum resources to enhance middle school students' motivation and learning about science. Here, we discuss the design, implementation, and applications of MUVEES. We present its structure, efficient approaches that achieve more realistic avatar behaviors, and pedagogical strategies that foster strong learning outcomes across a wide range of individual student characteristics. Our preliminary results indicate that MUVEES is a powerful vehicle for collaboration and learning. We believe that our system and implementation methods will help improve future multi-user virtual environments. Jim X. Chen, Yonggao Yang, R. Bowen Loftin |
VR | 2 |