Indrayani Nishane

dblp:298/8841 · DBLP profile ↗
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5ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0002-1223-3528ORCID · corroborated

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

Applied, interdisciplinary, general and emerging computing · 5 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021
YearPublicationVenuePosition
2026 From Information Foraging to Making Sense of the Information: Decoding Mindset-Driven Learning in Computer Based Learning Environments
Indrayani Nishane, Vishwas Badhe, Jyoti Shaha, K. Nisumba Soodhani, Aditya Rajmane, Ramkumar Rajendran, Sridhar Iyer
AIED1
2024 Analysing Learner Strategies in Programming Using Clickstream Data
Daevesh Kumar Singh, Indrayani Nishane, Ramkumar Rajendran
CSEDU (2)2
2023 Catalyzing Python Learning: Assessing an LLM-based Conversational Agent
abstract
The rapid rise of digital learning platforms has ushered in an era of educational transformation. While these platforms offer the advantage of scalability, they often fall short in facilitating meaningful interaction, which is pivotal for effective learning. Addressing this concern, our study introduces PyGuru 2.0, an innovative online learning environment for Python programming that aligns with the ICAP framework with an advanced conversational agent. We further investigate the interactions between students and a chatbot, employing a qualitative approach to comprehensively explore the diverse ways in which students interact with the chatbot. The interaction categories encompass a wide spectrum, including code assistance, error resolution, and conceptual explanation. In future, we plan to further elaborate on this coding scheme and see its impact on students’ learning outcomes.
Daevesh Kumar Singh, Indrayani Nishane, Ramkumar Rajendran
ICCE2
2021 Learning about learners: Understanding learner behaviours in software conceptual design TELE
abstract
Software conceptual design knowledge and skills are essential for graduating computer engineering students. Several approaches have been used to teach software conceptual design through various frameworks and learning environments. Our brief literature survey found that none of these systems analysed learner engagement with design elements using learning analytics. This study aims to analyse the learner engagement with design elements as they create software designs. We analysed log data of N=37 students in Think & Link, a technology-enhanced learning environment (TELE), based on the FBS design framework. The differences in student engagement are compared for two categories of learners, high and low, based on the learning gain in the pre and post-test performance. Differences and similarities in logs of actions were identified for high and low learners. Process Models were used to identify differences in the sequence of engagement with various design elements. We find high learners to identify significant design elements and create links among them. The analysis also provided insights on points for scaffolding to help low learners create meaningful designs.
Indrayani Nishane, Vivek Sabanwar, T. G. Lakshmi, Daevesh Kumar Singh, Ramkumar Rajendran
ICALT1
2021 Carbon Warrior: A game-based environment to understand Carbon Footprint and its effect on Sustainable living
abstract
Sources of knowledge about environmental education are bounded to textbooks, documentaries, animated videos, and a few games for school children. However, it was observed that children’s knowledge about Carbon Footprint (CF) and its implications was very limited. To address the gap in the connection of the users with the outcomes of their actions, another mode of awareness through digital games has been used for some time. These games have a simpler means of conveying complex topics in an interactive way which has been employed to teach topics such as sustainability to the users. Existing games help justify most addressed issues in the conventional methods but are still a step behind in making adequate personalized and usable connections with the users which are mainly adults. Carbon Warrior is an interactive application for school children to help users learn about CF and its impact on sustainability. This study has focused on validating the usability of game elements of Carbon Warrior. The users appreciated the elements of the game encouraging the further extension of the work.
Rajashri Priyadarshini, Indrayani Nishane, Nagesh Pokle, Ulfa Khwaja, Chandan Dasgupta
ICALT2