All publications below are peer reviewed and refereed, unless otherwise indicated.
Click here for invited talks and presentations.
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.
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 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.
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.
Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2).
Paek, S., Hoffman, D., Saravanos, A., Black, J., & Kinzer, C. (2011, May). The role of modality in virtual manipulative design. In CHI’11 Extended Abstracts on Human Factors in Computing Systems (pp. 1747-1752). ACM.
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.
Schrier, K., & Gibson, D. (Eds.). (2010). Ethics and game design: Teaching values through play. Hershey, PA: IGI Global.
Turkay, S., Kinzer, C., Hoffman, D., Gunbas, N. & Nagle, C. (2010). A Snapshot on Youths’ Activities on Online Gaming Forums: Internet and Informal Learning. In J. Herrington & C. Montgomerie (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology 2010 (pp. 3987-3992). Association for the Advancement of Computing in Education (AACE)
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.
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.
Hung, D., Jacobson, M., Voiklis, J., Kinzer, C. K., & Der-Thanq, V. C. (2007). Emergence of learning in computer-supported, large-scale collective dynamics: A research agenda. In C. Chinn, G. Erkens, & S. Puntambekar (Eds.), Computer supportive collaborative learning: mice, minds, and society. proceedings of the seventh international computer supported collaborative learning conference (pp. 326-335). Mahwah, NJ: Lawrence Erlbaum.
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., 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.