Lee, Joey (jl3471)Skip to content Skip to main navigation
By appointment T & R 1:30-4pm
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
Hu, E., & Lee, J. J. (2017). Virtual reality in education: A tool for leaning in the experience age. International Journal of Innovation in Education, 4(4).
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., 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). http://www.innovateonline.info/index.php?view=article&id=348.
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