VLDB 2026 Research / reviewers in the wild / expert
Srijita Chakraburty
dblp:341/8114
· DBLP profile ↗
6ranked-venue papers
0as first author
6since 2021 · last 2026
0000-0001-8890-2719ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 5 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Making AI Planning Visible: Narrative-Centered Goal-Directed AI Reasoning to Foster AI Literacy
Bradford W. Mott, Jessica Vandenberg, Srijita Chakraburty, Anne T. Ottenbreit-Leftwich, Emma Braaten, Cindy E. Hmelo-Silver, Amy Hutchison, Krista D. Glazewski, James C. Lester |
AIED (3) | 3 |
| 2026 | Confidence Outpaces Interest: Upper Elementary AI Attitudes in a Science-Integrated Unit
Jessica Vandenberg, Bradford W. Mott, Srijita Chakraburty, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, Krista D. Glazewski, James C. Lester |
ITiCSE (2) | 3 |
| 2024 | Supporting Upper Elementary Students in Learning AI Concepts with Story-Driven Game-Based LearningabstractArtificial intelligence (AI) is quickly finding broad application in every sector of society. This rapid expansion of AI has increased the need to cultivate an AI-literate workforce, and it calls for introducing AI education into K-12 classrooms to foster students’ awareness and interest in AI. With rich narratives and opportunities for situated problem solving, story-driven game-based learning offers a promising approach for creating engaging and effective K-12 AI learning experiences. In this paper, we present our ongoing work to iteratively design, develop, and evaluate a story-driven game-based learning environment focused on AI education for upper elementary students (ages 8 to 11). The game features a science inquiry problem centering on an endangered species and incorporates a Use-Modify-Create scaffolding framework to promote student learning. We present findings from an analysis of data collected from 16 students playing the game's quest focused on AI planning. Results suggest that the scaffolding framework provided students with the knowledge they needed to advance through the quest and that overall, students experienced positive learning outcomes. Anisha Gupta, Seung Y. Lee, Bradford W. Mott, Srijita Chakraburty, Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Cindy E. Hmelo-Silver, James C. Lester |
AAAI | 4 |
| 2024 | AI Planning is Elementary: Introducing Young Learners to Automated Problem SolvingabstractRecent years have seen growing awareness of the need to advance AI literacy for K-12 students to empower them in understanding, evaluating, and using AI. Automated problem solving is a fundamental aspect of AI, enabling machines to mimic human problemsolving abilities. Fostering awareness and interest in AI capabilities such as automated problem solving should begin early, including in the elementary grades. Although AI planning can be a complex topic, leveraging the benefits of game-based learning offers a promising approach to engage young children in learning about this important AI concept. In this work, we explore the interactions and outcomes of upper elementary students (ages 8 to 11) playing a quest on AI planning embedded within a game-based learning environment. Results indicate that students experienced positive learning gains from pre-test to post-test, while analyzing trace data from the game provides insights into challenges students faced as they attempted the in-game missions. Bradford W. Mott, Anisha Gupta, Jessica Vandenberg, Srijita Chakraburty, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, Krista D. Glazewski, James C. Lester |
ITiCSE (2) | 4 |
| 2024 | Integrating Natural Language Processing in Middle School Science Classrooms: An Experience ReportabstractWith the increasing prevalence of large language models (LLMs) such as ChatGPT, there is a growing need to integrate natural language processing (NLP) into K-12 education to better prepare young learners for the future AI landscape. NLP, a sub-field of AI that serves as the foundation of LLMs and many advanced AI applications, holds the potential to enrich learning in core subjects in K-12 classrooms. In this experience report, we present our efforts to integrate NLP into science classrooms with 98 middle school students across two US states, aiming to increase students' experience and engagement with NLP models through textual data analyses and visualizations. We designed learning activities, developed an NLP-based interactive visualization platform, and facilitated classroom learning in close collaboration with middle school science teachers. This experience report aims to contribute to the growing body of work on integrating NLP into K-12 education by providing insights and practical guidelines for practitioners, researchers, and curriculum designers. Gloria Ashiya Katuka, Srijita Chakraburty, Hyejeong Lee, Sunny Dhama, Toni V. Earle-Randell, Mehmet Celepkolu, Kristy Elizabeth Boyer, Krista D. Glazewski, Cindy E. Hmelo-Silver, Tom McKlin |
SIGCSE (1) | 2 |
| 2023 | Is Elementary AI Education Possible?abstractAs artificial intelligence (AI) technology becomes increasingly pervasive, it is critical that students recognize AI and how it can be used. There is little research exploring learning capabilities of elementary students and the pedagogical supports necessary to facilitate students' learning. PrimaryAI was created as a 3rd-5th grade AI curriculum that utilizes problem-based and immersive learning within an authentic life science context through four units that cover machine learning, computer vision, AI planning, and AI ethics. The curriculum was implemented by two upper elementary teachers during Spring 2022. Based on pre-test/post-test results, students were able to conceptualize AI concepts related to machine learning and computer vision. Results showed no significant differences based on gender. Teachers indicated the curriculum engaged students and provided teachers with sufficient scaffolding to teach the content in their classrooms. Recommendations for future implementations include greater alignment between the AI and life science concepts, alterations to the immersive problem-based learning environment, and enhanced connections to local animal populations. Anne T. Ottenbreit-Leftwich, Krista D. Glazewski, Cindy E. Hmelo-Silver, Katie Jantaraweragul, Minji Jeon, Srijita Chakraburty, J. Adam Scribner, Seung Y. Lee, Bradford W. Mott, James C. Lester |
SIGCSE (2) | 6 |