Gadbury, M., Paul, M., Ginger, J., & Lane, H.C. (accepted). Closer to the Sun: Developing STEM Interest Through Exploration of What-If Worlds in Minecraft. Poster presentation at the American Educational Research Association 2022 Annual Meeting, virtual.
Lane, H. C., Yi, S., Gadbury, M., Comins, N., Henhapl, J., Rivera-Rogers, A., & Ginger, J (accepted). Triggering interest with Minecraft: Effects of a hybrid summer camp on STEM interest and engagement. Technology, Mind, and Behavior: Innovations in Remote Instruction.
Mahajan, J., Hum, S., Ginger, J., & Lane, H. C. (2022). MineObserver: A Deep Learning Framework for Assessing Natural Language Descriptions of Minecraft Imagery. The International FLAIRS Conference Proceedings, 35. https://doi.org/10.32473/flairs.v35i.130729
Yi, S., Gadbury, M., & Lane, H.C. (2021). Identifying and coding STEM interest triggers in a summer camp. In E. de Vries, Y. Hod, & J. Ahn (Eds), Proceedings of the 15th International Conference of the Learning Sciences – ICLS 2021 (pp. 915-916). Bochum, Germany: International Society of the Learning Sciences. [pdf]
Yi, S. & Gadbury, M. (accepted). Fostering future scientists: An overview of promoting scientific inquiry in Minecraft. Innovation showcase presentation at the Sixteenth International Conference on Technology, Knowledge & Society in Champaign, IL, USA.
Gadbury, M., Yi, S., & Lane, H.C. (2021). Case studies of interest development in a game-based stem summer camp. Poster presentation at the American Educational Research Association 2021 Annual Meeting, virtual.
Gadbury, M. & Yi, S. (2021). Summer play within a virtual sandbox: Using qualitative human computer interaction research to understand learner interactions with multiple modes of technology during a virtual summer camp experience. Presentation at the International Congress of Qualitative Inquiry 2021, virtual.
Yi, S., Gadbury, M., & Lane, H.C. (2020). 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. [pdf]
Yi, S., & Lane, H. C. (2019). 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. [pdf]
Yi, S. & Lane, H. C. (2019). Videogame play and STEM: Perceived influences of a sandbox videogame on college major choice. Paper presentation at the Artificial Intelligence in Education in Chicago, Illinois. [pdf]
Yi, S. & Lane, H. C. (2019). Fostering Interest in Science through Interactive Exploration of Astronomy Simulations. Oral presentation at the International Society for Technology in Education, Philadelphia, Pennsylvania. [slides]
Yi, S., Lane, H. C., & Delialioğlu, O. (2018). 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) [pdf]
Lane. H. C., Yi, S., Guerrero, B., & Comins, N. (2017). Minecraft as a Sandbox for STEM Interest Development: Preliminary Results. In Hayashi, Y., et al. (Eds.), Workshop Proceedings of the 25th International Conference on Computers in Education (pp. 387-397). New Zealand: Asia-Pacific Society for Computers in Education. [pdf]
Lane, H. C., Yi, S., Guerrero, B., & Comins, N. (2017). A Taxonomy of Minecraft Activities for STEM. In Yang, J. C., et al. (Eds.), Extended Summary Proceedings of the 25th International Conference on Computers in Education (p. 1-3). New Zealand: Asia-Pacific Society for Computers in Education. [pdf]
Lane, H. C., & Yi, S. (2017). Playing with virtual blocks: Minecraft as a learning environment for practice and research. In F. C. Blumberg and P. J. Brooks (Eds.) Cognitive Development in Digital Contexts (pp. 145-166). Academic Press. [pdf]