Prajish Prasad

dblp:190/8694 · DBLP profile ↗
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20ranked-venue papers
5as first author
14since 2021 · last 2026
0000-0001-7986-6277ORCID · verified

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

Human-computer interaction and ubiquitous computing · 14 · 5 first-author · 9 since 2021Applied, interdisciplinary, general and emerging computing · 11 · 7 since 2021
YearPublicationVenuePosition
2026 Using Small Explanatory Interpreters Inspired by Programming Language Education to Teach Operating Systems
Aamod Sane, Prajish Prasad
ITiCSE (1)2
2025 Exploring Multimodal Generative AI for Education through Co-design Workshops with Students
abstract
Multimodal large language models (MLLMs) are Generative AI models that take different modalities such as text, audio, and video as input and generate appropriate multimodal output.Since such models will be integrated into future educational tools, a humancentered design approach that takes students' perspectives into account is essential while designing such applications.This paper describes two co-design workshops which were conducted with 79 student groups to examine how they design and prototype future educational tools integrated with MLLMs.Through various activities in the workshops, students discussed relevant educational problems, created journey maps, storyboards and low fidelity prototypes for their applications, and evaluated their applications based on relevant design principles.We found that students' applications used MLLMs for important learning environment design features such as multimodal content creation, personalization, and feedback.Based on these findings, we discuss future research directions for the design of multimodality in generative AI educational applications.
Prajish Prasad, Rishabh Balse, Dhwani Balchandani
CHI1
2025 Using Traces to Analyze Problems and Design Programs
abstract
The effectiveness of traces as a tool for understanding programs is well understood, however, research shows that [2, 3] students remain reluctant to use tracing, preferring to quickly write programs and use debuggers in an unsystematic, trial and error fashion.We report here some experiments that evaluate the effectiveness of a different approach called trace-first [4], where we ask students to create traces by analyzing problems, before they write code.The analysis derives intended behavior and then convert it to code.To investigate the impact of using traces as both an analysis and design tool, we conducted a pre/post study (n=29) with students solving programming problems.In the pre-test, students approached problems without explicit guidance on tracing.We then taught them to use traces to plan intended behavior, and then develop programs.We find that more students get programs correct, and surveys show evidence that students find traces a helpful tool for problem analysis and program design. CCS Concepts• Social and professional topics
Aamod Sane, Prajish Prasad
ICER (2)2
2024 Mining Epistemic Actions of Programming Problem Solving with Chat-GPT
Rwitajit Majumdar, Prajish Prasad, Aamod Sane
EDM2
2024 A Self-Regulated Learning Framework using Generative AI and its Application in CS Educational Intervention Design
abstract
Self-regulation refers to the ability to plan, monitor, control and reflect on one's problem-solving process. Prior research has shown that self-regulated learning (SRL) strategies help improve novice performance in solving programming problems. However, with the advent of LLM tools like ChatGPT, novices can generate fairly accurate code by just providing the problem prompt, and hence may forego applying essential self-regulation strategies such as planning and reflection to solve the problem.
Prajish Prasad, Aamod Sane
SIGCSE (1)1
2023 LA-ReflecT: A Platform Facilitating Micro-learning and Its Multimodal Learning Analytics
Rwitajit Majumdar, Prajish Prasad, Kapil Kadam, Kinnari Gatare, Jayakrishnan Madathil Warriem
EC-TEL2
2023 Fostering Ethics in AI: Perceptions from the Indian AI Curriculum
abstract
In the age of rapid Artificial Intelligence (AI) advancement, universities worldwide have responded by offering specialized AI and Machine Learning (ML) courses to meet industry demands. However, amidst this surge in AI education, AI deployment's ethical and societal implications often need more attention. Unlike traditional algorithmic programming, AI involves intricate decision-making processes that are challenging to predict or explain, demanding a comprehensive understanding of its ethical dimensions. Various global initiatives have highlighted the ethical considerations surrounding AI, resulting in an increased emphasis on integrating ethics education into AI curricula. Despite this, there remains a gap in addressing these vital aspects across the broader AI education landscape, with ethics often relegated to the periphery of computer science courses. In this context, this paper explores the imperative for ethics courses in undergraduate AI education in India. We examine educators ' awareness and perceptions regarding ethics education in AI curricula through interactions with faculty members participating in professional development programs and workshops focused on AI pedagogy. Our analysis reveals that there is a pressing need to extend discussions on ethics beyond mere privacy concerns and traditional performance metrics, integrating real-life scenarios into the curriculum. This paper serves as a preliminary step towards a need for a general framework in structuring ethics education in AI in India, aiming to initiate a more comprehensive and standardized approach to AI ethics education, fostering responsible AI development in the future.
Ashutosh Raina, Kushal Mundra, Prajish Prasad, Shitanshu Mishra
ICCE3
2023 Investigating the Potential of GPT-3 in Providing Feedback for Programming Assessments
abstract
Recent advances in artificial intelligence have led to the development of large language models (LLMs), which are able to generate text, images, and source code based on prompts provided by humans. In this paper, we explore the capabilities of an LLM - OpenAI's GPT-3 model to provide feedback for student written code. Specifically, we examine the feasibility of GPT-3 to check, critique and suggest changes to code written by learners in an online programming exam of an undergraduate Python programming course.
Rishabh Balse, Bharath Valaboju, Shreya Singhal, Jayakrishnan Madathil Warriem, Prajish Prasad
ITiCSE (1)5
2023 Understanding Students' Experiences in an Online Programming Course from a Transactional Distance Perspective
abstract
In this paper, we investigate the relationship between student experiences and transactional distance in a 12 week online undergraduate Python programming course. Transactional distance is defined as the psychological and communication space between students and instructors due to geographical separation. Although several studies have examined learning from a transactional distance perspective, there has been a lack of research which describe computing education courses from this perspective.
Prajish Prasad, Rishabh Balse, Jayakrishnan Madathil Warriem
ITiCSE (1)1
2022 LA-ReflecT: A Platform for Data-informed Reflections in Micro-learning Tasks
Rwitajit Majumdar, Hiroaki Ogata, Prajish Prasad, Jayakrishnan Madathil Warriem
ICCE3
2022 A First-order Action Research Study to Uncover Students' Conceptual Gaps in an Online Statistics Course using Extended Matching Questions
Ishaan Taneja, Prajish Prasad, Jayakrishnan Madathil Warriem
ICCE2
2021 Unraveling Learner Interaction Strategies in VeriSIM for Software Design Diagrams
abstract
In the past, unraveling learner interaction data in TELE was a challenge. However, the advent of LA has helped in uncovering latent information in log data to scaffold learning. This paper focuses on learner interaction in VeriSIM, a TELE, to teach software design diagrams. The learners’ performance in the system is used to categorize them into three groups, namely, "full scorers", "partial scorers", and "give uppers". Our analysis found that the full scorers spend a significantly higher duration per action than the give-uppers in an introductory challenge presented in the learning environment. Further analysis unravels the strategies used by consistent and inconsistent learners, and it was observed that the learner interaction strategies evolve with increasing difficulty levels as they navigate through the challenges.
Spruha Satavlekar, Debarshi Nath, Rajashri Priyadarshini, Prajish Prasad, Daevesh Kumar Singh, Ramkumar Rajendran
ICALT4
2021 Designing Nudges for Self-directed Learning in a Data-rich Environment
Kinnari Gatare, Prajish Prasad, Aditi Kothiyal
ICCE2
2021 Learning Environments for Fostering Disciplinary Practices in CS Undergraduates
abstract
Disciplinary practices are processes and skills applied for sensemaking, reasoning and problem solving. Studies have shown that experts are able to spontaneously apply these skills but novices have difficulty due to various reasons. The aim of this paper is to showcase learning environments that foster disciplinary practices in undergraduate computing students in three contexts - data structures, software design and computer networks. Findings from our studies show that students are able to apply these disciplinary practices to solve ill-structured problems. These findings provide motivation for exploring disciplinary practices in other CS courses as well.
Patil Deepti Reddy, Kavya Alse, T. G. Lakshmi, Prajish Prasad, Sridhar Iyer
SIGCSE4
2020 How do Graduating Students Evaluate Software Design Diagrams?
abstract
An important skill graduating computing students require is to evaluate a given software design and ensure that it satisfies the intended requirements. Prior work has shown that while working with software designs, experts think deeply about the design and simulate scenarios where the design does not satisfy the requirements. In this paper, we examine how students evaluate a given set of software design diagrams (UML class and sequence diagrams) against the given requirements.
Prajish Prasad, Sridhar Iyer
ICER1
2018 Developing Students' Cognitive Processes Required for Software Design Verification
abstract
Computer Science undergraduates are expected to design software solutions and also verify that the design satisfies the intended requirements. The Ph.D. work discussed in this paper aims at designing and evaluating a learning environment to train computer science undergraduates to effectively verify properties of a software system design. Literature on expertise in software design has shown that experts create rich mental models of the software design on which they perform mental simulations. I propose a model-based learning strategy in order to foster the cognitive processes of mental modeling and mental simulation. I hypothesize that by triggering the cognitive processes of mental modeling and mental simulation, students will be able to perform design verification better. By the end of my doctoral research I expect the following contributions: 1) Understanding how the cognitive processes of mental modeling and mental simulation aid in software design verification. 2) Application of a model-based learning strategy and creation of a learning environment in order to foster these cognitive processes.
Prajish Prasad
ICER1
2017 A System for Developing Operationalization Skills through Problem Decomposition
abstract
Novice researchers have difficulties in operationalization (breaking down of abstract concepts to measurables) and generalization (generalize the findings to make claims). We have designed a system called OPeD (Operationalizing using ProblEm Decomposition), for teaching learning of operationalization. OPeD trains novice researchers in operationalization through problem decomposition. OPeD is based on pedagogical theories of guided inquiry, problem visualization and adaptation. In order to visualize the operationalization process, OPeD guides the learner to create a decomposition tree and construct meaningful hypotheses based on the tree. The gradual and iterative construction of this tree can help learners develop their operationalization skills. In this paper we present the design of OPeD and provide an exemplar of a learner path in the context of educational research.
T. G. Lakshmi, Prajish Prasad, Sridhar Iyer
ICALT2
2016 Assessing Students' Conceptual Knowledge of Computer Networks in Open Wonderland
abstract
Computer Networks, an undergraduate computer science course, is taught through a variety of new technological tools but more attention on assessment strategies using those technological tools is desirable. Research studies have shown that assessment methods also influence students' learning. Current assessment techniques, even those which include technology, focus more on summative assessment rather than formative. Formative assessment is necessary for teaching and assessment of complex skills like troubleshooting or network design. Therefore, there exists a need for assessments to capture students' problem solving process and chosen approaches during the assessment. By tracking a student's behaviors in an immersive assessment environment, the path that the student takes towards the solution can be studied. Virtual Worlds are naturally immersive environments and can be effectively used to record interactions that students made in the worlds. We have developed NetWorld in Open Wonderland, an open source software for creating 3D virtual worlds. NetWorld is a 3D virtual world built for detailed assessment of computer network concepts for computer science undergraduate students. This detailed assessment happens at 3 levels -- conceptual understanding, diagnostic abilities and the ability to design a network. This paper describes the design principles and implementation of NetWorld and a plan to evaluate its usability.
Kavya Alse, Lakshmi Ganesh, Prajish Prasad, Maiga Chang, Sridhar Iyer
ICALT3
2016 Game Based Learning of Blood Clotting Concepts
abstract
In this paper we describe the architecture of virtual clot (vCLOT), a virtual world system designed to teach procedural knowledge of blood clotting process, in a game based learning environment. vCLOT utilizes virtual world to give learners an immersive learning experience while actively participating in tasks that require them to apply the procedural knowledge they have learned. Design of vCLOT combines the immersivity of virtual worlds with the power of knowledge structures. Immersivity provides learners with the opportunity to make decisions at every level of the game. This transfers control of interaction to the learner, enabling the learner to be actively engaged in knowledge construction process. Knowledge structures are a neat way to represent domain and learner data. The user interface of vCLOT is designed and implemented with Open Wonderland which is an open-source 3D toolkit. The learning goal which is to learn about blood clotting process, is aligned with the game goal, which is application of blood clot process steps to heal an injury. The game goal is presented as a quest in which the learner interacts with concepts by either dragging them or synthesizing them from other concepts. Learners complete the quest on successful formation of blood clot which in turn implies that they have learnt the blood clot process. We plan to do a usability study to improve the system before starting actual intervention.
Anurag Deep, Prajish Prasad, Soumya Narayanan, Maiga Chang, Sahana Murthy
ICALT2
2016 Geometry-via-Gestures: Design of a Gesture based Application to Teach 3D Geometry
T. G. Lakshmi, Soumya Narayanan, Prajish Prasad, Sahana Murthy, Sanjay Chandrasekharan
ICCE3