Lee, Joey (jl3471)Skip to content Skip to main navigation
By appointment T & W 1:30-3pm
PhD in Information Sciences and Technology, The Pennsylvania State University (2009)
Dissertation Title: Understanding How Identity Supportive Games (ISG) Can Impact Asian-American Possible Selves
- Pfirman, S., O’Garra, T., Bachrach, E., Brunacini, J., Reckien, D., Lee, J. J., & Lukasiewicz, E. (2021). “Stickier” Learning Through Gameplay: An Effective Approach to Climate Change Education Journal of Geoscience Education, 68(5).
- O'Garra, T., Reckien, D., Pfirman, S., Bachrach Simon, E., Bachman, G., Brunacini, J., & Lee, J. (2021). Impact of gameplay vs. reading on mental models of social-ecological systems: a fuzzy cognitive mapping approach. Ecology and Society, 26(2).
- Lee, J. J. (2020). Games Can Teach About Climate Change and Motivate Ecofriendly Actions. School Library Journal.
- Hu-Au, E., & Lee, J. J. (2017). Virtual reality in education: A tool for learning in the experience age. International Journal of Innovation in Education, 4(4), 215-226.
- Heil, C.R., Wu, J.S., Lee, J. J., & Schmidt, T. (2016). A review of mobile language learning applications: Trends, challenges, and opportunities. EuroCall Review, 24(2).
- Cai, S., Chiang, F., Suna, Y., Lin, C. & Lee, J. J. (2016). Applications of augmented reality-based natural interactive learning in magnetic field instruction. Interactive Learning Environments, 24(4).
- Wu, J. S. & Lee, J. J. (2015). Climate change games as tools for education and engagement. Nature Climate Change, 5(1), 413-418. (Impact factor: 14.547)
- Lee, J. J., Pfirman, S., Toynton, T., & Matamoros, E. (2014). EcoChains: A Multiplayer Card Game to Teach Food Webs, Climate Change and Systems Thinking. Games, Learning and Society Conference, June 2014, Madison, WI.
- Lee, J. J. (2013). Game mechanics to promote new understandings of identity and ethnic minorities. Digital Culture and Education, 5(2), 127-150.
- Lee, J. J., Ceyhan, P., Jordan-Cooley, W., & Sung, W. (2013). Greenify: Real-world missions for climate change education. Simulation and Gaming.
- Lee, J. J., Matamoros, E., Kern, R., deLuna, C., Marks, J., Jordan-Cooley, W. (May 2013). Greenify: fostering sustainable communities via gamification. ACM SIGCHI Conference on Human Factors in Computing Systems, 2013, Paris, France.
- Lee, J. J., Ceyhan, P., Jordan-Cooley, W., & Sung, W. (2012). Greenify: real-world missions for climate change education. Games, Learning and Society (GLS) Conference, Madison, WI.
- Lee, J. J., Liao, E., & Ahn, S. (2012). Experience points for learning: Student perceptions of game mechanics for the classroom. Games, Learning and Society (GLS) Conference, Madison, WI.
- Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2).
- Lee, J. J., & Li, V. A. (2011, August). Identity Supportive Games: A Game-Based Approach to Asian-American Identity Development in Adolescents. Poster presented at the 119th Annual Convention of the American Psychological Convention (APA).
- Hoadley, C., Xu, H., Lee, J. J., Rosson, M. (2010). Privacy as Information Access and Illusory Control: The Case of the Facebook News Feed Privacy Outcry. Journal of Electronic Commerce Research and Applications, 9(1): 50-60.
- Lee, J. J., & Hoadley, C. (2007). Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs). Innovate Journal of Online Education, 3(6).
- Lee, J. J. (2008, June). Understanding How Identity Supportive Games Can Impact Asian-American Possible Selves. Presented at the International Conference of the Learning Sciences (ICLS 2008) Doctoral Consortium, Utrecht, The Netherlands.
- Lee, J. J., Gaydos, M., Hoadley, C. (2008). Identities, Stereotypes, and Constructing Avatars for Success in Math. In Learning and Research in the Web 2 Era: New Opportunities for Research (J. Slotta, organizer). Proceedings of the International Conference of the Learning Sciences (ICLS 2008) Utrecht, The Netherlands.
- Hoadley, C., Lee, J. J., & Sockman, B. R. (2008, March) Interdisciplinary Collaboration in Educational Technology Design Teams: A Cross-Case Analysis Using the TACIT Framework. Roundtable Paper. American Educational Research Association (AERA) Annual Conference, March 24-28, 2008.
- Lee, J. J., Hoadley, C., & Sockman, B. R. (2008, March) TACIT as a Reflective Tool for Improving Educational Software Partnerships. Poster presented at the Technology Enhanced Learning in Science (TELS) annual meeting held during the American Educational Research Association (AERA) Conference, March 24-28, 2008.
- Lee, J. J., Hoadley, C., Xu, H., Rosson, M. B. (2008, February). How to anger Internet users by sharing information they've already published: Privacy attitudes and the Facebook controversy. Poster presented at the 2008 Information Sciences and Technology Graduate Symposium: Creativity and Innovation: The Future of Information, Technology, and the Enterprise.
- Lee, J. J., & Hoadley, C. (2007). Leveraging identity to make learning fun: Possible selves and experiential learning in massively multiplayer online games (MMOGs). Innovate Journal of Online Education, 3(6).
- Lee, J. J. and Hoadley, C. (2006). "Ugly in a world where you can choose to be beautiful": Teaching and learning about diversity via virtual worlds. In Proceedings of the 7th International Conference of the Learning Sciences (ICLS06), Bloomington, Indiana, June 2006, pp. 383-389.
- Lee, J. J. and Hoadley, C. (2006). Online identity as a leverage point for learning in massively multiplayer online games (MMORPGs). In Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies (ICALT06), Kekrade, the Netherlands, July 2006, pp. 761-763.
- Lee, J. J., Hellar, D. B., & Hoadley, C. (2006). Gender, Gaming, and IT Careers. In E. M. Trauth (Ed.) Encyclopedia of Gender and Information Technology, Hershey, PA: Idea Group, Inc.
- Google Virtual Reality Research Award
- National Science Foundation - Co-PI of Climate Change Educational Partnership (CCEP) Grant ($5.65 million USD over 5 years)
- National Science Foundation - Climate Change Educational Partnership (CCEP) Supplemental Grant
- Pennsylvania Governor’s School in Information Technology Grant.
- Women in Science and Engineering (WISE) Institute Grant
- NSF-Funded Research Fellow position for Technology Enhanced Learning in Science (TELS) Project
- NSF-Funded Funded LIFE Graduate Fellow
- Pennsylvania State University Graduate Teaching Fellow
The climate crisis is finding its way into more and more games: Can games help shift people’s perspectives? Games offer a unique format for teaching, persuading, or raising awareness about important topics, explains Dr. Joey J. Lee, lecturer at Teachers College, Columbia University.