Demo Data from SIGIR 2026 / reviewers in the wild / expert
Prajakt Pande
dblp:157/1313
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
virtual reality instruction |
0.1 | 1 | 2019 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Unpacking Interaction Markers of Critical ThinkingabstractAbstract: 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 |
ICCE | 5 |
| 2023 | Enacting Biomolecular Interactions in VR: Impact on Student Conceptual Understanding in Biochemistry
Prajakt Pande |
ICCE | 1 |
| 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 frameworkabstractENaCT 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 |
ICALT | 4 |
| 2020 | ENaCT: A Framework for Action-based Analytics of Critical Thinking
Shitanshu Mishra, Rwitajit Majumdar, Aditi Kothiyal, Prajakt Pande, Jayakrishnan Madathil Warriem |
ICCE | 4 |
| 2019 | Virtual Reality Instruction Followed by Enactment Can Increase Procedural Knowledge in a Science LessonabstractA 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 |
VR | 3 |
| 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 |
CogSci | 3 |
| 2014 | Integration of multiple external representations in chemistry: a requirements-gathering study
Prajakt Pande, Sanjay Chandrasekharan |
ICCE | 1 |