Exploring the Use of Virtual Identities for Broadening Participation in Computer Science Learning

Authors

  • D. Fox Harrell Massachusetts Institute of Technology, Cambridge, MA
  • Danielle Olson Massachusetts Institute of Technology, Cambridge, MA
  • Dominic Kao Massachusetts Institute of Technology, Cambridge, MA
  • Aziria Rodriguez Massachusetts Institute of Technology, Cambridge, MA
  • Laurel Carney Massachusetts Institute of Technology, Cambridge, MA
  • Sneha Veeragoudar Massachusetts Institute of Technology, Cambridge, MA

DOI:

https://doi.org/10.56198/

Keywords:

Computer science education, K-12, Virtual identities, Immersive learning, Videogames, STEM identity, Avatars, Education, Self-efficacy, Computer ethics, Career, Programming, Human-computer interaction

Abstract

This paper reports on a design-based research study investigating the impacts of virtual identities on public secondary school students in a computer science learning workshop targeting groups currently underrepresented in STEM disciplines in the United States. Using grounded theory methods, results from three workshops were analyzed to address (1) how to characterize the relationships between learners’ virtual- and physical-world identities and (2) the impacts of avatar use on students’ performance and engagement in computer-based learning environments. The central results are characterizations of four types of relationships between students and their virtual identities that we term (1) Strategic Investment, (2) Avatar as Tool Investment, (3) Avatar as Self Esteem Measure, and (4) Judging Context Appropriateness, each with implications for establishing design principles for STEM learning environments utilizing virtual identities.

Published

12-11-2025

How to Cite

Exploring the Use of Virtual Identities for Broadening Participation in Computer Science Learning. (2025). Immersive Learning Research - Academic, 1(2), 214-221. https://doi.org/10.56198/

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