Sneha Veeragoudar Harrell

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This paper reports on a study conducted within an alternative high school for students evicted from the mainstream and that utilized the virtual world (Teen Second Life or TSL). The use of selfrepresentations in virtual worlds to enable and facilitate Science, Technology, Engineering, and Mathematics (STEM) learning is a promising endeavor. At the same(More)
We are engaged in the on-going development of a computer-supported collaborative learning environment within a virtual world and use it as a setting for studies exploring relationships between student mathematical cognition, computational literacy, and identity. Our design research is informed by the work of Gee (video games), diSessa (computational(More)
Four research projects used Second LifeTM, a 3D virtual-world platform, to investigate aspects of technology-enhanced STEM education. These European and USA studies, which differ in their pedagogical-philosophy commitments, theoretical frameworks, methodologies, and target content, critically examine a range of cognitive, affective, technical, and social(More)
Four research projects used Second LifeTM, a 3D virtual-world platform, to investigate aspects of technology-enhanced STEM education. These European and USA studies, which differ in their pedagogical-philosophy commitments, theoretical frameworks, methodologies, and target content, critically examine a range of cognitive, affective, technical, and social(More)
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