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Shenze Shandel Huang

dblp:433/3929 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0004-5835-0158ORCID · reported

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

Human-computer interaction and ubiquitous computing · 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.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 1 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
computational thinking
1.012026
Intrinsic vs. Extrinsic Programming Challenges in Educational Games: How they shape Children's Computational Thinking, Learning Drive, and Game Engagement · CHI 2026

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

controlled classroom study · 2.0
YearPublicationVenuePosition
2026 Intrinsic vs. Extrinsic Programming Challenges in Educational Games: How they shape Children's Computational Thinking, Learning Drive, and Game Engagement
abstract
Educational programming games (EPGs) build computational thinking (CT), a vital 21st-century skill. A core design challenge is how pedagogical and gameplay challenges are integrated to balance educational objectives with player engagement. This study formalizes two contrasting challenge design patterns that reflect distinct integration strategies: extrinsic programming challenges (C1), a pedagogy-oriented design where programming is the core challenge enforced through external constraints; and intrinsic programming challenges (C2), a gameplay-oriented design where programming serves as a tool for overcoming gameplay challenges raised by in-game puzzles. To examine these challenge design patterns, we developed two isomorphic EPGs WannaBone1 (C1) and WannaBone2 (C2), each featuring 20 levels introducing sequences, loops, conditionals, and global variables. A controlled classroom study with 306 primary school students reveals that both designs improve CT, whereas C2 yields significantly higher intrinsic learning motivation and high-order immersion of flow. These findings indicate that a gameplay-oriented rather than pedagogy-oriented design perspective better unites education and entertainment, guiding future EPGs design.
Baijun Chen, Yushan Pan, Shenze Shandel Huang
CHI4