Demo Data from SIGIR 2026 / reviewers in the wild / expert
Gail Chan
dblp:01/9543
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2011
—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 · 100% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies › educational games
educational game design |
0.1 | 1 | 2011 | Practical, appropriate, empirically-validated guidelines for designing educational games · CHI 2011 |
Methods — techniques the papers use, named apart from their topics
applied behavior analysis · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Practical, appropriate, empirically-validated guidelines for designing educational gamesabstractThere has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with. Conor Linehan, Ben Kirman, Shaun W. Lawson, Gail Chan |
CHI | 4 |