Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Prajakt Pande

dblp:157/1313 · DBLP profile ↗
← Back
8ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0002-2111-7772ORCID · corroborated

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

Applied, interdisciplinary, general and emerging computing · 7 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1

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.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Immersive interaction · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality
virtual reality instruction
0.112019
Virtual Reality Instruction Followed by Enactment Can Increase Procedural Knowledge in a Science Lesson · VR 2019

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

enactment strategy · 0.4between-subjects experiment · 0.4
YearPublicationVenuePosition
2024 Unpacking Interaction Markers of Critical Thinking
abstract
Abstract: In this we focus on critical thinking activities conducted in an online environment and interaction markers based on the data collected from those activities. The work is based on the ENACT framework. We conducted an empirical study to understand the clusters of critical thinkers based on Performance and interactional marker values of the participants (n=37). The highlights the definitions of the interaction markers and conducts an clustering analysis of the of Critical Thinking patterns that emerged. The results show two clusters with similar critical thinking outcome performance but different action patterns. We discuss the need of further empirical evidence relating learning effect on the actions and Critical Thinking.
Aditi Kothiyal, Rwitajit Majumdar, Shitanshu Mishra, Jayakrishnan Madathil Warriem, Prajakt Pande
ICCE5
2023 Enacting Biomolecular Interactions in VR: Impact on Student Conceptual Understanding in Biochemistry
Prajakt Pande
ICCE1
2021 Tracing Embodied Narratives of Critical Thinking
Shitanshu Mishra, Rwitajit Majumdar, Aditi Kothiyal, Prajakt Pande, Jayakrishnan Madathil Warriem
AIED (2)4
2021 Design of a Critical Thinking Task Environment based on ENaCT framework
abstract
ENaCT is a framework for the design and analysis of critical thinking environments based on 4E cognition perspectives. In this paper, we describe a web-based critical thinking environment designed to implementœ the ENaCT framework. When users perform a critical thinking task in the environment their interaction logs are captured. We report on a pilot study with undergraduate participants and analyse how participants used the affordances in the environment as they performed the critical thinking task. One case of task-related behaviours (high activity) is elaborated to highlight the current possibilities of the system and discuss implications for redesign.
Rwitajit Majumdar, Aditi Kothiyal, Shitanshu Mishra, Prajakt Pande, Huiyong Li 0002, Hiroaki Ogata, Jayakrishnan Madathil Warriem
ICALT4
2020 ENaCT: A Framework for Action-based Analytics of Critical Thinking
Shitanshu Mishra, Rwitajit Majumdar, Aditi Kothiyal, Prajakt Pande, Jayakrishnan Madathil Warriem
ICCE4
2019 Virtual Reality Instruction Followed by Enactment Can Increase Procedural Knowledge in a Science Lesson
abstract
A 2×2 between-subjects experiment (a) investigated and compared the instructional effectiveness of immersive virtual reality (VR) versus video as media for teaching scientific procedural knowledge, and (b) examined the efficacy of enactment as a generative learning strategy in combination with the respective instructional media. A total of 117 high school students (74 females) were randomly distributed across four instructional groups - VR and enactment, video and enactment, only VR, and only video. Outcome measures included declarative knowledge, procedural knowledge, knowledge transfer, and subjective ratings of perceived enjoyment. Results indicated that there were no main effects or interactions for the outcomes of declarative knowledge or transfer. However, there was a significant interaction between media and method for the outcome of procedural knowledge with the VR and enactment group having the highest performance. Furthermore, media also seemed to have a significant effect on student perceived enjoyment, indicating that the groups enjoyed the VR simulation significantly more than the video. The results deepen our understanding of how we learn with immersive technology, as well as suggest important implications for implementing VR in schools.
Niels Koch Andreasen, Sarune Baceviciute, Prajakt Pande, Guido Makransky
VR3
2015 Eye to I: Males Recognize Own Eye Movements, Females Inhibit Recognition
Sanjay Chandrasekharan, Geetanjali Date, Prajakt Pande, Jeenath Rahaman, Rafikh Shaikh, Anveshna Srivastava, Nisheeth Srivastava, Harshit Agrawal
CogSci3
2014 Integration of multiple external representations in chemistry: a requirements-gathering study
Prajakt Pande, Sanjay Chandrasekharan
ICCE1