Joey J. Lee

ORCID: 0000-0003-1368-8660
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Impact of Technology on Adolescents
  • Virtual Reality Applications and Impacts
  • Jewish Identity and Society
  • Mobile Learning in Education
  • Environmental Education and Sustainability
  • Online and Blended Learning
  • Gender and Technology in Education
  • ICT in Developing Communities
  • Innovative Teaching and Learning Methods
  • Identity, Memory, and Therapy
  • Cognitive Science and Mapping
  • Privacy, Security, and Data Protection
  • Teaching and Learning Programming
  • Speech and dialogue systems
  • Hate Speech and Cyberbullying Detection
  • Social Media and Politics
  • Online Learning and Analytics
  • AI in Service Interactions
  • Climate Change Communication and Perception
  • Child Development and Digital Technology
  • Augmented Reality Applications
  • Psychosocial Factors Impacting Youth
  • Diverse Education Studies and Reforms

Columbia University
2011-2023

Pennsylvania State University
2006-2011

Educators face major challenges as a result of the shift from Information Age to Experience (Wadhera, 2016). For example, students are passive and disengaged (Capps Crawford, 2013) may struggle see relevance what they learning their lives (Gee, 2009); also, important skills needed for 21st century learners - such empathy, systems thinking, creativity, computational literacy, abstract reasoning difficult teach (Smith Hu, 2013). Virtual reality, an immersive, hands-on tool learning, can play...

10.1504/ijiie.2017.091481 article EN International Journal of Innovation in Education 2017-01-01

Educators must address several challenges inherent to the instruction of scientific disciplines such as physics -- expensive or insufficient laboratory equipment, equipment error, difficulty in simulating certain experimental conditions. Augmented reality (AR) can be a promising approach these challenges. In this paper, we discuss design and implementation an AR motion-sensing learning technology that teaches magnetic fields junior high school course. The purpose study is explore effects...

10.1080/10494820.2016.1181094 article EN Interactive Learning Environments 2016-05-24

As the impacts of climate change grow, we need better ways to raise awareness and motivate action. Here assess effectiveness an Arctic card game in comparison with more conventional approach reading illustrated article. In-person assessments control/reading treatment/game groups (N = 41), were followed four weeks later a survey. The was found be as effective article teaching content over short term, than long-term retention new information. Game players also had higher levels engagement...

10.1080/10899995.2020.1858266 article EN cc-by-nc-nd Journal of Geoscience Education 2021-01-06

A rapidly growing number of educators and students now embrace XR as a powerful technology with affordances that can support many benefits, including highly immersive learning experiences, empathy perspectives on social issues; be designed in ways provide new pathways to success opportunity. Yet the mirror image is also true -- lead increased risk, perpetuation inequities other harmful impacts individuals society. We need analyze terms ethical aspects, educational efficacy whether it...

10.3389/frvir.2021.697667 article EN cc-by Frontiers in Virtual Reality 2021-10-06

O'Garra, T., D. Reckien, S. Pfirman, E. Bachrach Simon, G. A. Bachman, J. Brunacini, and Lee. 2021. Impact of gameplay vs. reading on mental models social-ecological systems: a fuzzy cognitive mapping approach. Ecology Society 26(2):25. https://doi.org/10.5751/ES-12425-260225

10.5751/es-12425-260225 article EN cc-by Ecology and Society 2021-01-01
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