Swathi Krishnaraja, M.Sc.
Wissenschaftlicher Mitarbeiterin (BIRD)
Campus Golm
Haus 70
Raum 1.14
Universität Potsdam
Institut für Informatik und
Computational Science
An der Bahn 2
14476 Potsdam
Curriculum Vitae
Swathi Krishnaraja is a Computer Scientist holding a Master’s degree from Saarland University, Germany (2021). Since September 2023, she is working as a Scientific Researcher at the chair of complex multimedia application architectures in the Bildungsraum Digital (BIRD) project. Specifically, she conceptualizes and implements educational data mining mechanisms for supporting the development of the national educational platform.
Formerly, she worked as a Scientific Researcher at the Humboldt-University of Berlin on a DFG (Deutsche Forschungsgemeinschaft) project for detecting and supporting creative thinking of students in online learning environments. For this research direction, the starting point was at the Weizenbaum Institute (WI) in Berlin where (as a research assistant) she conducted empirical and experimental investigations that helped in the digital transformation of existing business models in Education. During her period at WI, she published articles on the topics of Artificial Intelligence in Education, Educational Technology (EdTech), and Human-centered Artificial Intelligence. In October 2020, She collaborated with the Berkman Klein Center at Harvard University for a research sprint that emphasized on Education and Learning Spaces. From 2018 to 2019, she held research assistantships, on projects that dealt with investigating human factors and user experiences with intelligent technologies, at the German Research Center for Artificial Intelligence (DFKI, Saarbrücken).
Since 2019 Swathi Krishnaraja has been researching at the intersection of Human-Computer Interaction, Artificial Intelligence in Education with a special focus on Human-Centeredness, Technology-enhanced Learning, and Learning Analytics.
Research Interests
- Artificial Intelligence in Education (AIED)
- Educational Data Mining
- Predictive Modeling of Student's Creative Performance
- Gamification / Customization in Gamification