SHERRY YI
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WORKS IN SUBMISSION

Lane, H. C., Gadbury, M., Ginger, J.; Yi, S.; Comins, N., Henhalpl, J., Rivera-Rogers, A.
(accepted). Triggering interest with Minecraft: Effects of a hybrid summer camp on STEM interest and engagement. Technology, Mind, and Behavior: Innovations in Remote Instruction.

Gadbury, M., Yi, S., & Lane, H.C. (accepted). Case studies of interest development in a game-based stem summer camp. Poster presentation at the American Educational Research Association 2021 Annual Meeting, virtual.
 
*Deroo, M., Greenslit, J., Haden, C., Hsieh, B., Kelly, K., Liu, J., Maltese, A. V., Ocular, G.,
Parekh, P., Thacker, I., Tobin, E. H., Solis, G., & Yi, S. (accepted). Informal learning is not cancelled: Research and program implementation during a global pandemic. Poster presentation at the American Educational Research Association 2021 Annual Meeting, virtual.

REFEREED JOURNAL ARTICLES

Yi, S. (2021). Playful learning in the 21st century: Motivational variables, interest assessment, and games. SN Social Sciences, 1(6).

Yi, S. (2020). ‘Is this a joke?’: The delivery of serious content through satirical digital games. Acta
Ludologica, 3(1), 18-30.
 
Ma, S., Anderson, R. C., Lin, T.-J., Zhang, J., Morris, J. A., Nguyen-Jahiel, K., Miller, B. W., Jadallah,
M., Scott, T., Sun, J., Grabow, K., Latawiec, B. M., & Yi, S. (2016). Instructional influences on English language learners' storytelling. Learning and Instruction, 49, 64-80.

NON-REFEREED JOURNAL ARTICLES

Yi, S. (2021). A general guide to downloading, accessing, and implementing MinecraftEdu resources. The Journal of Interactive Technology and Pedagogy. CUNY Academic Commons.

REFEREED BOOK CHAPTERS

Yi, S. (2019). Beyond button smashing: Utilizing Minecraft and other video games as synchronous learning tools for science learning. In Yoon, J. & Semingson, P. (Eds.), Educational technology and resources for synchronous learning in higher education. Hershey, Pennsylvania: IGI Global.
 
Lane, H. C., & Yi, S. (2017). Playing with virtual blocks: Minecraft as a learning environment for practice and research. In F. C. Blumberg & P. J. Brooks (Eds.), Cognitive development in digital contexts. Amsterdam, Netherlands: Elsevier.

PUBLISHED PROCEEDINGS

Yi, S., Gadbury, M., & Lane, H.C. (2021). Identifying and coding STEM interest triggers in an out-of-school learning context. Poster presentation at the 2021 International Society of the Learning Sciences. Bochum, Germany.
​

Yi, S. (2020, November). What’s interesting and what’s not? Using learning contexts to inform educational videogame design. In Finding Your Place in the Learning Sciences Community (pp. 117-118). Madison, WI, USA: Learning Sciences Graduate Student Conference.
 
*Hock, A., Riedy, R., & Yi, S. (2020, November). Who’s in charge? Creating an environment of care in out-of-school learning spaces. In Finding Your Place in the Learning Sciences Community (pp. 123-25). Madison, WI, USA: Learning Sciences Graduate Student Conference.

Yi, S. (2020, June). World of motives: Seeking the “why” in videogame play. In M. Gresalfi & I. S. Horn (Eds.), The Interdisciplinarity of the Learning Sciences, 14th International Conference of the Learning Sciences (ICLS) 2020, Volume 1 (pp. 493-496). Virtual Nashville, TN, USA: International Society of the Learning Sciences.
 
Yi, S., Gadbury, M., & Lane, H.C. (2020, June). Coding and analyzing scientific observations from middle school students in Minecraft. In M. Gresalfi & I. S. Horn (Eds.), The Interdisciplinarity of the Learning Sciences, 14th International Conference of the Learning Sciences (ICLS) 2020, Volume 3 (pp. 1787-1788). Virtual Nashville, TN, USA: International Society of the Learning Sciences.

Yi, S., & Krist, C. (2019, October). At work and in games: Case study of sandbox video game behavior reflecting work behavior. In J. H. Kalir & D. Filipiak (Eds.), Proceedings of the 2019 Connected Learning Summit Conference (pp. 230). ETC Press. Irvine, CA, USA: Connected Learning Summit.
 
Yi, S., & Lane, H. C. (2019, October). Space explorers: What-if hypothetical implementations in
Minecraft
. In J. H. Kalir & D. Filipiak (Eds.), Proceedings of the 2019 Connected Learning Summit Conference (pp. 262). Irvine, CA, USA: Connected Learning Summit.
 
Yi, S. (2019, September). Chopped, learning scientist edition: Stimulating innovation, collaboration, and creativity through friendly competition. In Contexts, Complexity, and Communities: Reflecting on and Reshaping Research on Learning (pp. 299-300). Evanston, IL, USA: Learning Sciences Graduate Student Conference.
 
Yi, S., Lane, H. C., & Delialioğlu, O. (2018, August). What if we were twice as close to the Sun? Interview findings from a science summer camp serving underrepresented youth. In F. Khosmood et al. (Eds.), Proceedings of the 14th International Conference on the Foundations of Digital Games. San Luis Obispo, CA, USA: Foundations of Digital Games. (Long paper, 37.1% acceptance rate)
 
Lane, H.C., Yi, S., Guerrero, B., & Comins, N. (2017, December). A taxonomy of Minecraft activities for STEM. In J. C. Yang, et al. (Eds.), Extended Summary Proceedings of the 25th International Conference on Computers in Education (p. 1-3). Christchurch, New Zealand: Asia-Pacific Society for Computers in Education.
 
Lane, H.C., Yi, S., Guerrero, B., & Comins, N. (2017, December) Minecraft as a sandbox for STEM interest development: Preliminary results. In Y. Hayashi, et al. (Eds.), Workshop Proceedings of the 25th International Conference on Computers in Education (p. 387-397). Christchurch, New Zealand: Asia-Pacific Society for Computers in Education.
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  • About
  • Publications
  • Projects
  • In the Community