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Angela Nyhout

dblp:133/6087 · DBLP profile ↗
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9ranked-venue papers
4as first author
5since 2021 · last 2025
—ORCID · unresolved

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

Artificial intelligence and machine learning · 8 · 4 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 8 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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.

Computer graphics and multimedia
1 paper
Visualization and visual analytics · 50% Virtual and augmented reality · 50%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Games and playful interaction · 23%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
gamification
0.512021
Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021
Visualization and visual analytics
visualization literacy
0.512021
Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021
Learning and educational technologies
educational games
0.512021
Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021
Games and playful interaction › game genre
role-playing games
0.112021
Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children · IEEE Trans. Vis. Comput. Graph. 2021

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

technology probe · 1.0between-subjects study · 1.0
YearPublicationVenuePosition
2025 The Effect of Moral and Statistical Norm Violations in Children's Counterfactual Reasoning
Zeynep Genç, Angela Nyhout
CogSci2
2024 What If Pascale Had Gone to Another School: The Effect of Counterfactual Alternatives on 5-6-year-olds' Moral and Happiness Judgments
Zeynep Genç, Angela Nyhout
CogSci2
2024 The development of mental simulation as a strategy for solving problems with multiple alternatives
Emma Tecwyn, Angela Nyhout
CogSci2
2021 Children's reasoning about hypothetical interventions to complex and dynamic causal systems
Angela Nyhout, Hilary Sweatman, Patricia Ganea
CogSci1
2021 Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children
abstract
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world around us and constructing meaningful visualizations, yet, how to better develop these skills at an early age remains largely overlooked and understudied. Only recently has the visualization community started to fill this gap, resulting in preliminary studies and development of educational tools for use in early education. We add to these efforts through the exploration of gamification to support learning, and identify an opportunity to apply role-playing game-based designs by leveraging the presence of narratives in data-related problems involving visualizations. We study the effects of including narrative elements on learning through a technology probe, grounded in a set of design considerations stemming from visualization, game design and education science. We create two versions of a game - one with narrative elements and one without - and evaluate our instances on 33 child participants between 11- to 13-years old using a between-subjects study design. Despite participants requiring double the amount of time to complete their game due to additional narrative elements, the inclusion of such elements were found to improve engagement without sacrificing learning; our results indicate no significant differences in development of graph-reading skills, but significant differences in engagement and overall enjoyment of the game. We report observations and qualitative feedback collected, and note areas for improvement and room for future work.
Elaine Huynh, Angela Nyhout, Patricia Ganea, Fanny Chevalier
IEEE Trans. Vis. Comput. Graph.2
2020 How stories shape us, and how we shape stories
Angela Nyhout, Vaunam Venkadasalam, Keith Oatley, Raymond Mar
CogSci1
2020 Science & engineering goals: Learning about the control-of-variable strategy from picture books
Vaunam Venkadasalam, Lynn G. Nguyen, Nicole Larsen, Angela Nyhout, Patricia Ganea
CogSci4
2019 Thinking counterfactually supports children's ability to conduct a controlled test of a hypothesis
Angela Nyhout, Alana Iannuzziello, Caren M. Walker, Patricia Ganea
CogSci1
2014 What is the learning potential of children's picture books? A content analysis of one type of naturalistic input
Angela Nyhout, Pierina Cheung
CogSci1