Projects

Published Papers


Lee, J. J. & Hu-Au, E. (2021). E3XR: An Analytical Framework for Ethical, Educational and Eudaimonic XR Design. Frontiers in Virtual Reality, 2(1).

Hu-Au, E. & Okita, S. (2021). Exploring Differences in Student Learning and Behavior Between Real-life and Virtual Reality Chemistry Laboratories. Journal of Science Education & Technology, 1-15. https://doi.org/10.1007/s10956-021-09925-0

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.

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).

Heil, C.R., Wu, J.S., Lee, J. J., & Schmidt, T. (2016). A review of mobile language learning applications: Trends, challenges, and opportunities.  The EuroCALL Review 24 (2), 32-50.

Turkay, S., & Kinzer, C. K. (2015). The Effects of Avatar-Based Customization on Player Identification. Gamification: Concepts, Methodologies, Tools, and Applications: Concepts, Methodologies, Tools, and Applications, 247. 

Wu, J. S., & Lee, J. J. (2015). Climate change games as tools for education and engagement. Nature Climate Change, 5(5), 413-418. (Impact Factor: 14.517)

Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S. M., Hoffman, D., Bromley, M., … & Kornak, Y. (2014). Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers. Computers & Education,74, 37-49.

Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward understanding the potential of games for learning: Learning theory, game design characteristics, and situating video games in classrooms. Computers In The Schools, 31(1/2), 2-22. doi:10.1080/07380569.2014.89087

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: A Real-World Action Game for Climate Change Education.  Simulation and Gaming, 44(2).

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.

Plass, J. L., Homer, B. D., Kinzer, C. K., Chang, Y. K., Frye, J., Kaczetow, W., … & Perlin, K. (2013). Metrics in simulations and games for learning. In Game Analytics (pp. 697-729). Springer London.

Tsai, F. H., Kinzer, C., Hung, K. H., Chen, C. L. A., & Hsu, I. Y. (2013). The importance and use of targeted content knowledge with scaffolding aid in educational simulation gamesInteractive Learning Environments21(2), 116-128.

Jamalian, A., Mezei, J., Levitan, P., Garber, A. Hammer, J., & Kinzer. C. K. (2012). The Lit2Quit Mobile App: Evoking Game-based Physiological Effects that Mimic Smoking. In Martin, C., Ochsner, A., & Squire, K. (Eds.), Proceedings, GLS 8.0 Games + Learning + Society Conference (pp. 484-485). Madison, WI: ETC Press.

Kinzer, C. K., Hoffman, D., Turkay, S., Gunbas, N., Chantes, P., Dvorkin, T., & Chaiwinij, A. (2012). The impact of choice and feedback on learning, motivation, and performance in an educational video game. In Proceedings of the Games, Learning, and Society Conference (Vol. 2, pp. 175-181). Pittsburgh, PA: ETC.

Kinzer, C. K., Turkay, S., Hoffman, D., Gunbaş, N., Adinolf, S., Chantes, P. (2012) Exploring a new approach to visual asset design.Proceedings of the Games, Learning, and Society Conference: Vol 2.

Kinzer, C. K., Turkay, S., Hoffman, D., Gunbaş, N., Chantes, P., Chaiwinij, A., & Dvorkin, T. (2012) Examining the Effects of Text and Images on Story Comprehension: An Eye Tracking Study of Reading in Games and Comics. Language Research Association 61st Yearbook.

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.

Iliev-Piselli, M. M., Fadjo, C. L., & Lee, J. J. (2011, June). Bank-It: A mobile financial literacy game. In Proceedings of the 7th international conference on Games+ Learning+ Society Conference (pp. 260-262). ETC Press.

Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S. M., Hoffman, D., Bromley, M., … & Kornak, Y. (2014). Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers. Computers & Education, 74, 37-49.

Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Error! Hyperlink reference not valid. Computers In The Schools, 31(1/2), 2-22. doi:10.1080/07380569.2014.89087

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: A Real-World Action Game for Climate Change Education.  Simulation and Gaming, 44(2).

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.

Plass, J. L., Homer, B. D., Kinzer, C. K., Chang, Y. K., Frye, J., Kaczetow, W., … & Perlin, K. (2013). Metrics in simulations and games for learning. In Game Analytics (pp. 697-729). Springer London.

Tsai, F. H., Kinzer, C., Hung, K. H., Chen, C. L. A., & Hsu, I. Y. (2013). The importance and use of targeted content knowledge with scaffolding aid in educational simulation games. Interactive Learning Environments, 21(2), 116-128.

Jamalian, A., Mezei, J., Levitan, P., Garber, A. Hammer, J., & Kinzer. C. K. (2012). The Lit2Quit Mobile App: Evoking Game-based Physiological Effects that Mimic Smoking. In Martin, C., Ochsner, A., & Squire, K. (Eds.), Proceedings, GLS 8.0 Games + Learning + Society Conference (pp. 484-485). Madison, WI: ETC Press.

Kinzer, C. K., Hoffman, D., Turkay, S., Gunbas, N., Chantes, P., Dvorkin, T., & Chaiwinij, A. (2012). The impact of choice and feedback on learning, motivation, and performance in an educational video game. In Proceedings of the Games, Learning, and Society Conference (Vol. 2, pp. 175-181). Pittsburgh, PA: ETC.

Kinzer, C. K., Turkay, S., Hoffman, D., Gunbaş, N., Adinolf, S., Chantes, P. (2012) Exploring a new approach to visual asset design.Proceedings of the Games, Learning, and Society Conference: Vol 2.

Kinzer, C. K., Turkay, S., Hoffman, D., Gunbaş, N., Chantes, P., Chaiwinij, A., & Dvorkin, T. (2012) Examining the Effects of Text and Images on Story Comprehension: An Eye Tracking Study of Reading in Games and Comics. Language Research Association 61st Yearbook.

 

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.

 

Iliev-Piselli, M. M., Fadjo, C. L., & Lee, J. J. (2011, June). Bank-It: A mobile financial literacy game. In Proceedings of the 7th international conference on Games+ Learning+ Society Conference (pp. 260-262). ETC Press.

Garber, A., and the Lit2Quit Research Team.  (2011). Lit to Quit: A Mobile Game for Smoking Reduction Using Breathing Techniques. Presented at Games for Change, New York, NY.

Kinzer, C. K., Hoffman, D. L., Turkay, S., Gunbas, N., & Chantes, P.  (2011).  Exploring Motivation and Comprehension of a Narrative in a Video Game, Book and Comic Book Format. NRC Yearbook 60, Chicago: Literacy Research Association.

Paek, S.,  (2011).  The Role of Physical Activities With Sensory Experiences in Virtual Manipulatives. Paper presentation at the annual meeting of the American Education Research Association, New Orleans, LA.

Shrier, K. L., & Shaenfield, D.  (2011).  Using Games to Support the Practice of Argumentative Discourse Skills on Ethical Issues. Paper presentation at the annual meeting of the American Education Research Association, New Orleans, LA.

Aguirre, P.A., & Black, J.B. (2010, April). Comprehending emergent phenomena: Through direct-manipulation animation. Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Hammer, J., Jamalian, A., Alex, N. (2010, April). Advance! Discrimination education through play. Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Harris, R., & Carson, E. (2010, April). Creativity in videogame programming as a pedagogy. Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Hoffman, D. (2010, April). Embodying the number line: Using gesture recognition to explore early math concepts. Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Hung, K. H., Kinzer, C., Chen, C. L (2010, April). Using an educational MMORPG as a learning tool -- student characteristics and their learning performances in Ed-Wonderland. Paper presentation at the Annual Meeting of the American Educational Research Association. Denver, CO.

Jamalian, A., Levitan, P., Mezei, J., Alex, N., Hammer, J., & Kinzer, C. (2010, May). Lit to quit: How a mobile game might help you stop smoking! Presented at the Games for Health Conference, Boston, MA. 

Kinzer, C. K. (2010, October). Lit: A Game Intervention for Nicotine Smokers. Presented at the annual project directors' meeting, Robert Wood Johnson Foundation, Portland, OR.

Kinzer, C. K., Hoffman, D., Turkay, S., Nagle, C., & Gunbas, N.  (2010, June). Toward a universal game design assessment tool: Establishing a game design patterns rubric. Paper presentation at the Games, Learning, and Society annual meeting, Madison, WI.

Kinzer, C. K., Hoffman, D., Turkay, S., Nagle, C., & Gunbas, N.  (2010, June). Narrative Format, Design and Understanding: Are Games the Best Way to Tell a Story? Paper presentation at the Games, Learning, and Society annual meeting, Madison, WI.

Lee, J. J. (2010, April). Identity supportive games as a tool to learn about asian-american stereotypes and self-concept. Paper to be presented at The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL) 2010, Kaohsiung, Taiwan.

Levitan, P., Mezei, J., Alex, N., Jamalian, A., Hammer, J., & Kinzer, C. K.  (2010, June). Educated by Design: Lit to Quit -'" A Mobile Game for Smoking Reduction.  Paper presentation at the Glames, Learning, and Society annual meeting, Madison, WI.

Mezei, J., Alexa, N. Jamalian, A., Levitan, P., Hammer, KJ., & Kinzer, C.K. (2010, April). Lit: A game intervention for nicotine smokers. Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Mezei, J., Jamalian, A., Levitan, P., Hammer, J., & Kinzer, C. K. (2010, October). A Mobile Game Aiming to Evoke Arousal Effects of Nicotine.Paper presentation at the annual meeting of Meaningful Play, East Lancing, MI.

Paek, S. (2010, April). Interactive manipulatives: A pathway to abstract math concepts. Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Schrier, K., & Gibson, D. (Eds.). (2010). Ethics and game design: Teaching values through play. Hershey, PA: IGI Global.

Turkay, S., & Adnioff, S. (2010, April). Customization as a way of learner control for engagement: A survey study with world of warcraft and city of heroes--villains players. Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Turkay, S., & Tirthali, D. (2010, April). Using virtual worlds to engage youth in social initiatives: A case study. Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Zhou, Z. (2010, April). Learn while practicing: Can simple repetition games change cognition? Paper presentation at the annual meeting of the American Education Research Association, Denver, CO.

Carson, E. (2009). Developing Switch Accessible Online Games ... for Free. Closing the Gap Annual Conference on Assistive Technology in Special Education and Rehabilitation. Minneapolis, MN.

Chan, M. (2009, April). Interactive animation and embodied experience foster middle school students' comprehension of dynamic systems in science. Paper presentation at the annual meeting of the American Education Research Association, San Diego, CA.

Cooper, K-B., Soderwall, M. (2009, May).Distributed Virtual Game Development: Improving Quality & the Bottom Line.fmx/09 14th InternationalConferenceon Animation, Effects and Digital Media, Stuttgart, Germany.

Fisher, C. C. E. (2009, March). Little hands, foul moods, and runny noses 2.0: The research you should know when making games for kids. Game Developers Conference (GDC), San Francisco, CA.

Hammer, J., Black, J., Andrews, G. B., Kinzer, C. K., & Zhou, Z. (2009, April). Games and education: A preparation for future learning approach. Paper presentation at the Annual Meeting of the American Educational Research Association. San Diego, CA.

Hammer, J., Black, J., Andrews, G. B., Kinzer, C. K., & Zhou, Z. (2009, April). Games as virtual experience: Implications for teaching and design. Paper presentation at the Annual Meeting of the American Educational Research Association. San Diego, CA.

Hammer, J., Levitan, P., Jamalian, A., & Alex, N. (2009, June). Reaching racists: Discrimination education through play. Paper presentation at the 5th Annual Games, Learning and Society Conference, Madison, WI.

Han, I., Black, J. B., & Hallman Jr., G. (2009, April). Are simulation and physical manipulation different in improving conceptual learning and mechanical reasoning? Paper presentation at the annual meeting of the American Education Research Association, San Diego, CA.

Harris, R., Fadjo, C., Carson, E., Hallman, G., & Swart, M. (2009, June). Creativity in videogame programming as a pedagogy.Paper presentation at the 5th Annual Games, Learning and Society Conference, Madison, WI.

Hoffman, D., Paek, S., Zhou, Z. & Turkay, S. (2009, April). The impact of students' domain-specific motivations on educational video game play. Paper presentation at the annual meeting of the American Education Research Association, San Diego, CA.

Hung, A. (2008, December). Video games and learning: Exploring facets of meaning-making practices in situated action. Paper presented at the annual meeting of the National Reading Conference, Orlando, FL.

Hung, K-H., Chen, C-L. A., & Kinzer, C. K. (2009, August). Motivational factors in educational MMORPGs: Some implications for education. Paper presentation at the 4th International Conference on E-Learning and Games (Edutainment 2009). Banff, Alberta, Canada.

Hung, K-H., Chen, C-L. A., & Kinzer, C. K. (2009, June). The design and development of an educational MMORPG to teach english vocabulary. Paper presented at the 5th Annual Games, Learning and Society Conference, Madison, WI.

Hung, K. H., Chen, C. C., Kinzer, C. K. (2009, June). The design of a gender inclusive educational massively multiplayer online role playing game (MMORPG) - Ed-Wonderland. Paper presentation at the International Conference on E-Learning in the Workplace, NYC, NY.

Hung, K. H., Kinzer, C., Chen, C. L (2009). Motivational factors in educational MMORPGs: Some implications for education.Transactions on Edutainment III, pp. 93--104.

Kinzer, C. K., & Turkay, S. (2009, April). College students' expectations and use of a virtual environment: Examining teaching and possibilities of an emerging technology in a college course. Paper presentation at the annual meeting of the American Education Research Association, San Diego, CA.

Li, D., Black, J. B., Han, I, , Kang, S, & Chan, M. (2009, April). Technology-based learning tools (programming and hand-held device) for improving the understanding of science concepts in a lego robotics elementary after-school classroom. Paper presentation at the annual meeting of the American Education Research Association, San Diego, CA.

Schrier, K. (2009, March). Using games for teacher development and reflection. Paper presentation at the Games Developers Conference (GDC'09). San Francisco, CA.

Schrier, K., & Kinzer, C. K. (2009). Using digital games to develop ethical teachers. In D. Gibson & Y. Baek (Eds.), Digital simulations for improving education: Learning through artificial teaching environments (pp. 308-333). Hershey, PA: IGI Global.

Schrier, K., Diamond, J., Peters, J., Langendoen, D., Potter, L., & Cooley, C. (2009, June). The best of both worlds? Design challenges for developing playable historical games for classroom learning. Paper presentation at the 5th Annual Games, Learning and Society Conference, Madison, WI.

Turkay, S. (June, 2009). Changing students' attitudes towards science, technology, engineering, and mathematics (STEM) related careers with a virtual world based science curriculum. Paper presentation at the 5th Annual Games, Learning and Society Conference, Madison, WI.

Engelbrecht, C. C. (2008, February). Little hands, foul modds, and runny noses: Researching games with kids. Presented at the annual meeting of the Serious Games Summit / Game Developers Conference (GDC), San Francisco, CA.

Engelbrecht, C. C. (2008, March).  The games kids play: Evidence from pbskids.org.Presented at the annual meeting of the American Educational Research Association, New York, NY.

Engelbrecht, C. C., & Schrier, K. L. (2008, March).  Using YouTube to Inform the Design and Usability of Gaming Experiences.Presented at the annual meeting of the American Educational Research Association, New York, NY.

Fisher, C., and Shuler, C. (2008). Fun follows function: Ten tips for developing quality toys. Paper presented at the 2008 Sandbox Summit, September 24, 2008. Available at http://www.youtube.com/watch?v=iJdr0dl9ZQQ.

Kinzer, C. & Turkay, S. (2008, September). Iterations of teaching in Second Life: What we know and need to know about student backgrounds, teaching possibilities, and learning outcomes. Paper presented at Second Life Community Convention, Tampa, Florida.

Kinzer, C. K. (2008, March). College students in virtual worlds: Understanding the possibilities of virtual worlds for college instruction. Paper presented at the annual meeting of the Society for Information Technology & Teacher Education, Las Vegas, NV

Schrier, K., & Engelbrecht, C. C. (2008, February). Using YouTube to support games curricula and research. Presented at the annual meeting of the Serious Games Summit / Game Developers Conference (GDC), San Francisco, CA.

Turkay, S. (2008, September). Student engagement when learning science in Second Life. Paper presented at Second Life Community Convention, Tampa, Florida.

Turkay, S., Adinolf, S., Kinzer, C., (2008) Customization in mmo games and its effect on player enjoyment and motivation.Presented at Games Learning and Society Conference, Madison, WI.

Kinzer, C. K. (2007, Deember). Virtual Worlds and New Literacies = Real Pedagogies: Examining Teaching, Learning and Literacies in Virtual Communities of Practice.  Presented at the annual meeting of the National Reading Conference: Paper(s) Presented, Austin, TX.

Cai, S., Chiang, F., Sun, Y., Lin, C. & Lee, J. J. (under review).  Applications of augmented reality-based natural interaction learning in magnetic field instruction.

Heil, C.R., Wu, J.S., Lee, J. J., & Schmidt, T. (under review). A review of mobile language learning applications: Trends, challenges, and opportunities.

Hwang, M., Turkay, S., Hoffman, D., & Kinzer, C. (under review). Did I really move that with my mind: Brain Computer Interface (BCI) as a game controller.

Kern, R., Lee, J. (under review).  FAtPIG: A Framework for Assessing the Potential Impact of (Serious) Gamification.

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