Playing with virtual blocks: Minecraft as a learning environment for practice and research HC Lane, S Yi Cognitive Development in Digital Contexts, 145-166, 2017 | 64 | 2017 |
Instructional influences on English language learners' storytelling S Ma, RC Anderson, TJ Lin, J Zhang, JA Morris, K Nguyen-Jahiel, ... Learning and Instruction 49, 64-80, 2017 | 17 | 2017 |
Minecraft as a Sandbox for STEM interest development: Preliminary results HC Lane, S Yi, B Guerrero, N Comins | 15 | 2017 |
Identifying and coding STEM interest triggers in a summer camp S Yi, M Gadbury, HC Lane International Society of the Learning Sciences, 915-916, 2021 | 7 | 2021 |
Triggering STEM interest with minecraft in a Hybrid Summer Camp HC Lane, M Gadbury, J Ginger, S Yi, N Comins, J Henhapl, ... PubPub 3 (4: Winter), 2022 | 3 | 2022 |
Playful learning in the twenty-first century: Motivational variables, interest assessment, and games S Yi SN Social Sciences 1 (6), 2021 | 3 | 2021 |
A taxonomy of Minecraft activities for STEM HC Lane, S Yi, B Guerrero, N Comins | 3 | 2017 |
The impacts of a science-based videogame intervention on interest in stem for adolescent learners S Yi University of Illinois at Urbana-Champaign, 2021 | 2 | 2021 |
Coding and analyzing scientific observations from middle school students in Minecraft S Yi, M Gadbury, HC Lane The International Conference of the Learning Sciences 3, 1787-1788, 2020 | 2 | 2020 |
Videogame play and STEM: Perceived influences of a sandbox videogame on college major choice S Yi, HC Lane The 20th International Conference on Artificial Intelligence in Education, 2019 | 2 | 2019 |
Beyond button smashing: Utilizing Minecraft and other video games as synchronous learning tools for science learning S Yi Educational Technology and Resources for Synchronous Learning in Higher …, 2019 | 2 | 2019 |
A General Guide to Downloading, Accessing, and Implementing MinecraftEdu Resources S Yi The Journal of Interactive Technology and Pedagogy, 2021 | 1 | 2021 |
‘Is this a joke?’: The delivery of serious content through satirical digital games S Yi Acta Ludologica 3 (1), 18-30, 2020 | 1 | 2020 |
At work and in games: Case study of sandbox video game behavior reflecting work behavior S Yi, C Krist Connected Learning Summit, 230, 2019 | 1 | 2019 |
What if We Were Twice as Close to the Sun? S Yi, HC Lane, Ö Delialioğlu | 1 | 2019 |
Studying Interest During a Pandemic: A Case Study of Evaluating Interest of Young Children Through a Tangible Learning Game S Yi, Y Yao, H Maldonado Interaction Design and Children, 604-610, 2022 | | 2022 |
Conducting a video game-based camp intervention during the COVID-19 pandemic S Yi, M Gadbury, HC Lane American Educational Research Association, 2021 | | 2021 |
What's Interesting and What's Not? Using Learning Contexts to Inform Educational Videogame Design S Yi Learning Sciences Graduate Student Conference, 2020 | | 2020 |
World of motives: Seeking the “why” in videogame Play S Yi The International Conference of the Learning Sciences 1, 493-496, 2020 | | 2020 |
What-if Hypothetical Implementations in Minecraft (WHIMC) S Yi, HC Lane Proceedings of the 2019 Connected Learning Summit Conference, 262-263, 2019 | | 2019 |