Seung Y. Lee

dblp:02/8172 · DBLP profile ↗
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30ranked-venue papers
9as first author
20since 2021 · last 2026
0000-0002-7782-2331ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 23 · 6 first-author · 14 since 2021Applied, interdisciplinary, general and emerging computing · 12 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 4 · 3 first-author · 3 since 2021
YearPublicationVenuePosition
2026 An Explainable AI Assistant for Introductory Programming Education: Improving Feedback Reliability with Instructor-AI Collaboration
Muntasir Hoq, Griffin Pitts, Bradford W. Mott, Seung Y. Lee, Jessica Vandenberg, Shuyin Jiao, Narges Norouzi, James C. Lester, Bita Akram
AIED (1)4
2026 Topic-Level Feedback Summarization for an Explanation-Based Classroom Response System
abstract
Fostering engagement among undergraduate computer science students in large-lecture settings can be challenging for instructors. Didactic teaching styles common in such lectures may not be as effective as dialogic teaching, but the overhead involved with dialogic teaching may preclude its use in large introductory computer science courses. Classroom response systems such as multiple-choice ''clicker'' systems provide a way for students to engage with an instructor, but evidence suggests that multiple-choice questions may not foster deep thought in the way that open-ended questions do. Open-ended questions foster deeper engagement and AI-enabled learning analytics offer a powerful method of automatically assessing student responses, but grading text responses produced by students and summarizing class-wide performance during lectures presents unique difficulties, especially for algorithmic questions prevalent in computer science lectures.
Jordan Esiason, Wookhee Min, Seung Y. Lee, Gamze Ozogul, Yeil Jeong, James C. Lester
SIGCSE (2)3
2026 INSIGHT: An Explainable, Instructor-Guided AI Assistant for Active Learning in CS1
abstract
Active learning in introductory programming depends on frequent, high-quality feedback, yet instructors often struggle to deliver consistent support at scale. In this poster, we introduce INSIGHT, an AI-driven classroom assistant designed to promote active learning in introductory programming (CS1) courses through scalable, personalized, and explainable feedback. The assistant combines the generative capabilities of large language models (LLMs) with instructor-in-the-loop authoring and an explainable code analysis engine to ensure pedagogically aligned support. Instructors can co-design problems with LLM assistance, provide exemplar solutions, define common student errors, and author targeted feedback. The AI engine analyzes student code submissions, identifies misconceptions, and maps them to instructor-verified feedback in real time. INSIGHT is designed to ensure that key educational concepts and common misconceptions are explicitly addressed by instructors, while also leveraging LLMs to provide reasonable feedback for novel or edge-case solutions that instructors may not have anticipated. By combining instructor expertise with the flexibility of generative AI, the assistant helps close feedback gaps and ensures more comprehensive coverage of student learning needs, especially in large or diverse classrooms with limited instructional support.
Muntasir Hoq, Jessica Vandenberg, Seung Y. Lee, Bradford W. Mott, James C. Lester, Narges Norouzi, Shuyin Jiao, Bita Akram
SIGCSE (2)3
2025 Predicting Facilitator Interventions in Collaborative Game-Based Learning with Student Dialogue Analysis
Priyanka Khare, Halim Acosta, Dan Carpenter, Haesol Bae, Bradford W. Mott, Seung Y. Lee, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
AIED (3)7
2025 A Multi-View Predictive Student Modeling Framework with Interpretable Causal Graph Discovery for Collaborative Learning Analytics
Halim Acosta, Seung Y. Lee, Daeun Hong, Wookhee Min, Bradford W. Mott, Cindy E. Hmelo-Silver, James C. Lester
EDM2
2025 Collaborative Game-based Learning Analytics: Predicting Learning Outcomes from Game-based Collaborative Problem Solving Behaviors
Halim Acosta, Daeun Hong, Seung Y. Lee, Wookhee Min, Bradford W. Mott, Cindy E. Hmelo-Silver, James C. Lester
LAK3
2024 Supporting Upper Elementary Students in Learning AI Concepts with Story-Driven Game-Based Learning
abstract
Artificial intelligence (AI) is quickly finding broad application in every sector of society. This rapid expansion of AI has increased the need to cultivate an AI-literate workforce, and it calls for introducing AI education into K-12 classrooms to foster students’ awareness and interest in AI. With rich narratives and opportunities for situated problem solving, story-driven game-based learning offers a promising approach for creating engaging and effective K-12 AI learning experiences. In this paper, we present our ongoing work to iteratively design, develop, and evaluate a story-driven game-based learning environment focused on AI education for upper elementary students (ages 8 to 11). The game features a science inquiry problem centering on an endangered species and incorporates a Use-Modify-Create scaffolding framework to promote student learning. We present findings from an analysis of data collected from 16 students playing the game's quest focused on AI planning. Results suggest that the scaffolding framework provided students with the knowledge they needed to advance through the quest and that overall, students experienced positive learning outcomes.
Anisha Gupta, Seung Y. Lee, Bradford W. Mott, Srijita Chakraburty, Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Cindy E. Hmelo-Silver, James C. Lester
AAAI2
2024 Multimodal Learning Analytics for Predicting Student Collaboration Satisfaction in Collaborative Game-Based Learning
Halim Acosta, Seung Y. Lee, Bradford W. Mott, Haesol Bae, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
EDM2
2024 AI Planning is Elementary: Introducing Young Learners to Automated Problem Solving
abstract
Recent years have seen growing awareness of the need to advance AI literacy for K-12 students to empower them in understanding, evaluating, and using AI. Automated problem solving is a fundamental aspect of AI, enabling machines to mimic human problemsolving abilities. Fostering awareness and interest in AI capabilities such as automated problem solving should begin early, including in the elementary grades. Although AI planning can be a complex topic, leveraging the benefits of game-based learning offers a promising approach to engage young children in learning about this important AI concept. In this work, we explore the interactions and outcomes of upper elementary students (ages 8 to 11) playing a quest on AI planning embedded within a game-based learning environment. Results indicate that students experienced positive learning gains from pre-test to post-test, while analyzing trace data from the game provides insights into challenges students faced as they attempted the in-game missions.
Bradford W. Mott, Anisha Gupta, Jessica Vandenberg, Srijita Chakraburty, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, Krista D. Glazewski, James C. Lester
ITiCSE (2)8
2024 Exploring Gameplay and Learning in a Narrative-Centered Digital Game for Elementary Science Education
abstract
Recent years have seen increased exploration of the transformative potential of digital games for K-12 education. Narrative-centered digital games for learning integrate complex problem solving within compelling interactive stories. By leveraging the inherent structure of narrative and the engaging interactions afforded by commercial game engines, narrative-centered digital games for learning engage students in situated learning activities. This article presents details on the iterative design and development of a narrative-centered digital game for learning that focuses on science education for fifth-grade students. We then explore how student gameplay and learning relate by leveraging interaction log data from over 700 students playing the game. Specifically, we analyze student gameplay achievements using clustering and examine how gameplay and learning outcomes differ among the groups identified. Furthermore, we investigate if gender has an effect on student learning within the groups and what gender differences are found within the groups. The findings show that students who complete more quests and earn better in-game rewards achieve higher learning gains, and while differences exist in game playing characteristics between males and females the learning outcomes are similar.
Seung Y. Lee, Bradford W. Mott, Jessica Vandenberg, Hiller A. Spires, James C. Lester
IEEE Trans. Games1
2023 Examining the Relationship of Gameplay and Learning in a Narrative-Centered Digital Game for Science Education
abstract
Recent years have seen increased exploration of the transformative potential of digital games for K-12 education. Narrative-centered digital games for learning integrate complex problem solving within compelling interactive stories. By leveraging the inherent structure of narrative, narrative-centered digital games for learning engage students in situated learning activities. In this paper, we investigate how student gameplay and learning relate in a narrative-centered digital game for learning that focuses on science education for fifth grade students. Specifically, leveraging interaction log data from a study with over 700 students we analyze student gameplay achievements using clustering and examine how gameplay and learning outcomes differ among the groups identified. The findings show that students who complete more quests and earn better in-game rewards achieve higher learning gains.
Seung Y. Lee, Bradford W. Mott, Jessica Vandenberg, Hiller A. Spires, James C. Lester
CoG1
2023 Fostering Upper Elementary AI Education: Iteratively Refining a Use-Modify-Create Scaffolding Progression for AI Planning
abstract
The growing ubiquity of artificial intelligence (AI) is reshaping much of daily life. This in turn is raising awareness of the need to introduce AI education throughout the K-12 curriculum so that students can better understand and utilize AI. A particularly promising approach for engaging young learners in AI education is game-based learning. In this work, we present our efforts to embed a unit on AI planning within an immersive game-based learning environment for upper elementary students (ages 8 to 11) that utilizes a scaffolding progression based on the Use-Modify-Create framework. Further, we present how the scaffolding progression is being refined based on findings from piloting the game with students.
Bradford W. Mott, Anisha Gupta, Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, James C. Lester
ITiCSE (2)7
2023 Effects of Modalities in Detecting Behavioral Engagement in Collaborative Game-Based Learning
abstract
Collaborative game-based learning environments have significant potential for creating effective and engaging group learning experiences. These environments offer rich interactions between small groups of students by embedding collaborative problem solving within immersive virtual worlds. Students often share information, ask questions, negotiate, and construct explanations between themselves towards solving a common goal. However, students sometimes disengage from the learning activities, and due to the nature of collaboration, their disengagement can propagate and negatively impact others within the group. From a teacher's perspective, it can be challenging to identify disengaged students within different groups in a classroom as they need to spend a significant amount of time orchestrating the classroom. Prior work has explored automated frameworks for identifying behavioral disengagement. However, most prior work relies on a single modality for identifying disengagement. In this work, we investigate the effects of using multiple modalities to detect disengagement behaviors of students in a collaborative game-based learning environment. For that, we utilized facial video recordings and group chat messages of 26 middle school students while they were interacting with Crystal Island: EcoJourneys, a game-based learning environment for ecosystem science. Our study shows that the predictive accuracy of a unimodal model heavily relies on the modality of the ground truth, whereas multimodal models surpass the unimodal models, trading resources for accuracy. Our findings can benefit future researchers in designing behavioral engagement detection frameworks for assisting teachers in using collaborative game-based learning within their classrooms.
Fahmid M. Fahid, Seung Y. Lee, Bradford W. Mott, Jessica Vandenberg, Halim Acosta, Thomas A. Brush, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
LAK2
2023 Is Elementary AI Education Possible?
abstract
As artificial intelligence (AI) technology becomes increasingly pervasive, it is critical that students recognize AI and how it can be used. There is little research exploring learning capabilities of elementary students and the pedagogical supports necessary to facilitate students' learning. PrimaryAI was created as a 3rd-5th grade AI curriculum that utilizes problem-based and immersive learning within an authentic life science context through four units that cover machine learning, computer vision, AI planning, and AI ethics. The curriculum was implemented by two upper elementary teachers during Spring 2022. Based on pre-test/post-test results, students were able to conceptualize AI concepts related to machine learning and computer vision. Results showed no significant differences based on gender. Teachers indicated the curriculum engaged students and provided teachers with sufficient scaffolding to teach the content in their classrooms. Recommendations for future implementations include greater alignment between the AI and life science concepts, alterations to the immersive problem-based learning environment, and enhanced connections to local animal populations.
Anne T. Ottenbreit-Leftwich, Krista D. Glazewski, Cindy E. Hmelo-Silver, Katie Jantaraweragul, Minji Jeon, Srijita Chakraburty, J. Adam Scribner, Seung Y. Lee, Bradford W. Mott, James C. Lester
SIGCSE (2)8
2022 PrimaryAI: Co-Designing Immersive Problem-Based Learning for Upper Elementary Student Learning of AI Concepts and Practices
abstract
There is growing awareness of the central role that artificial intelligence (AI) plays now and in children's futures. This has led to increasing interest in engaging K-12 students in AI education to promote their understanding of AI concepts and practices. Leveraging principles from problem-based pedagogies and game-based learning, our approach integrates AI education into a set of unplugged activities and a game-based learning environment. In this work, we describe outcomes from our efforts to co design problem-based AI curriculum with elementary school teachers.
Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, Katie Jantaraweragul, Minji Jeon, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, Bradford W. Mott, James C. Lester
ITiCSE (2)7
2022 Principles for AI Education for Elementary Grades Students
abstract
AI is beginning to transform every aspect of society. With the dramatic increases in AI, K-12 students need to be prepared to understand AI. To succeed as the workers, creators, and innovators of the future, students must be introduced to core concepts of AI as early as elementary school. However, building a curriculum that introduces AI content to K-12 students present significant challenges, such as connecting to prior knowledge, and developing curricula that are meaningful for students and possible for teachers to teach. To lay the groundwork for elementary AI education, we conducted a qualitative study into the design of AI curricular approaches with elementary teachers and students. Interviews with elementary teachers and students suggests four design principles for creating an effective elementary AI curriculum to promote uptake by teachers. This example will present the co-designed curriculum with teachers (PRIMARYAI) and describe how these four elements were incorporated into real-world problem-based learning scenarios.
Anne T. Ottenbreit-Leftwich, Krista D. Glazewski, Minji Jeon, Katie Jantaraweragul, Cindy E. Hmelo-Silver, J. Adam Scribner, Seung Y. Lee, Bradford W. Mott, James C. Lester
ITiCSE (2)7
2021 AI-Infused Collaborative Inquiry in Upper Elementary School: A Game-Based Learning Approach
abstract
Artificial intelligence has emerged as a technology that is profoundly reshaping society and enabling rapid improvements in science, engineering, and mathematics, as well as information technology itself. This has generated increased demand for fostering an AI-literate populace as well as a growing recognition of the importance of promoting K-12 students’ awareness and interest in AI. Although efforts are be-ginning to incorporate AI learning within K-12 education, there is little research exploring how to introduce students to AI and how to support teachers to integrate AI learning experiences in their classrooms. This is especially true at the elementary school level. A particularly promising approach for providing effective and engaging AI learning experiences for elementary students is game-based learning. In this paper, we explore how to introduce AI-infused collaborative inquiry learning into upper elementary school (student ages 8 to 11) using game-based learning. To ground the work in the realities of elementary school classrooms, we present insights from interviews with elementary school teachers to under-stand how best to support them in integrating AI into their classrooms. We then present the design of PrimaryAI, a game-based learning environment that supports rich problem-based learning activities within upper elementary classrooms centered on AI applied toward solving life-science problems. Finally, we discuss some of the challenges we face in bringing AI-infused collaborative inquiry learning to upper elementary students.
Seung Y. Lee, Bradford W. Mott, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Sandra Taylor, Kyungjin Park, Jonathan P. Rowe, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
AAAI1
2021 Early Prediction of Museum Visitor Engagement with Multimodal Adversarial Domain Adaptation
Nathan L. Henderson, Wookhee Min, Andrew Emerson, Jonathan P. Rowe, Seung Y. Lee, James Minogue, James C. Lester
EDM5
2021 How do Elementary Students Conceptualize Artificial Intelligence?
abstract
Countries around the globe have acknowledged the pervasiveness of artificial intelligence (AI) in our lives and the importance of educating our students on how AI technologies work. For example, the Chinese education ministry has integrated AI into the mandatory high school curriculum, including a pilot textbook to teach students about the fundamental AI technologies like deep learning and recognition. However, there are fewer examples of AI education at the primary level, and these are typically focused on decision-making, machine learning, and programming. We have recently started to develop our own elementary AI curriculum. To develop the curriculum, we first needed to explore what students already knew about AI. Although there are a few small studies on how primary students conceptualize AI, we conducted a study to examine how 10 nine- and ten-year-old students conceptualized artificial intelligence by focusing on two main questions: (1) How do elementary students conceptualize artificial intelligence? (2) What are elementary students' experiences with artificial intelligence? Students? definitions of AI tended to focus on programming and robotics. Students described examples of AI that included robotic vacuums, Siri/Alexa, YouTube, and search engines. They also showcased some misconceptions around AI designs and implementations.
Anne T. Ottenbreit-Leftwich, Krista D. Glazewski, Minji Jeon, Cindy E. Hmelo-Silver, Bradford W. Mott, Seung Y. Lee, James C. Lester
SIGCSE6
2021 Designing a Visual Interface for Elementary Students to Formulate AI Planning Tasks
abstract
Recent years have seen the rapid adoption of artificial intelligence (AI) in every facet of society. The ubiquity of AI has led to an increasing demand to integrate AI learning experiences into K-12 education. Early learning experiences incorporating AI concepts and practices are critical for students to better understand, evaluate, and utilize AI technologies. AI planning is an important class of AI technologies in which an AI-driven agent utilizes the structure of a problem to construct plans of actions to perform a task. Although a growing number of efforts have explored promoting AI education for K-12 learners, limited work has investigated effective and engaging approaches for delivering AI learning experiences to elementary students. In this paper, we propose a visual interface to enable upper elementary students (grades 3–5, ages 8–11) to formulate AI planning tasks within a game-based learning environment. We present our approach to designing the visual interface as well as how the AI planning tasks are embedded within narrative-centered gameplay structured around a Use-Modify-Create scaffolding progression. Further, we present results from a qualitative study of upper elementary students using the visual interface. We discuss how the Use-Modify-Create approach supported student learning as well as discuss the misconceptions and usability issues students encountered while using the visual interface to formulate AI planning tasks.
Kyungjin Park, Bradford W. Mott, Seung Y. Lee, Krista D. Glazewski, J. Adam Scribner, Anne T. Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, James C. Lester
VL/HCC3
2020 Investigating Visitor Engagement in Interactive Science Museum Exhibits with Multimodal Bayesian Hierarchical Models
Andrew Emerson, Nathan L. Henderson, Jonathan P. Rowe, Wookhee Min, Seung Y. Lee, James Minogue, James C. Lester
AIED (1)5
2020 Early Prediction of Visitor Engagement in Science Museums with Multimodal Learning Analytics
abstract
Modeling visitor engagement is a key challenge in informal learning environments, such as museums and science centers. Devising predictive models of visitor engagement that accurately forecast salient features of visitor behavior, such as dwell time, holds significant potential for enabling adaptive learning environments and visitor analytics for museums and science centers. In this paper, we introduce a multimodal early prediction approach to modeling visitor engagement with interactive science museum exhibits. We utilize multimodal sensor data including eye gaze, facial expression, posture, and interaction log data captured during visitor interactions with an interactive museum exhibit for environmental science education, to induce predictive models of visitor dwell time. We investigate machine learning techniques (random forest, support vector machine, Lasso regression, gradient boosting trees, and multi-layer perceptron) to induce multimodal predictive models of visitor engagement with data from 85 museum visitors. Results from a series of ablation experiments suggest that incorporating additional modalities into predictive models of visitor engagement improves model accuracy. In addition, the models show improved predictive performance over time, demonstrating that increasingly accurate predictions of visitor dwell time can be achieved as more evidence becomes available from visitor interactions with interactive science museum exhibits. These findings highlight the efficacy of multimodal data for modeling museum exhibit visitor engagement.
Andrew Emerson, Nathan L. Henderson, Jonathan P. Rowe, Wookhee Min, Seung Y. Lee, James Minogue, James C. Lester
ICMI5
2020 Designing a Collaborative Game-Based Learning Environment for AI-Infused Inquiry Learning in Elementary School Classrooms
abstract
Recent years have seen growing recognition of the importance of enabling K-12 students to learn computer science. Meanwhile, artificial intelligence has emerged as a technology with the potential to profoundly reshape society. This has generated increasing demand for fostering an AI-literate populace. However, there is little work exploring how to introduce K-12 students to AI and how to support K-12 teachers in integrating AI into their classrooms. In this work, we explore introducing AI learning experiences into upper elementary classrooms (student ages 8 to 11). With a focus on integrating AI and life science, we present initial work on a collaborative game-based learning environment that features rich problem-based learning scenarios. This will enable students to gain experience with AI as it applies to solving real-world life-science problems.
Seung Y. Lee, Bradford W. Mott, Anne T. Ottenbreit-Leftwich, J. Adam Scribner, Sandra Taylor, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
ITiCSE1
2019 Designing and Developing Interactive Narratives for Collaborative Problem-Based Learning
Bradford W. Mott, Robert G. Taylor, Seung Y. Lee, Jonathan P. Rowe, Asmalina Saleh, Krista D. Glazewski, Cindy E. Hmelo-Silver, James C. Lester
ICIDS3
2015 Modeling Self-Efficacy Across Age Groups with Automatically Tracked Facial Expression
Joseph F. Grafsgaard, Seung Y. Lee, Bradford W. Mott, Kristy Elizabeth Boyer, James C. Lester
AIED2
2014 A Supervised Learning Framework for Modeling Director Agent Strategies in Educational Interactive Narrative
abstract
Computational models of interactive narrative offer significant potential for creating educational game experiences that are procedurally tailored to individual players and support learning. A key challenge posed by interactive narrative is devising effective director agent models that dynamically sequence story events according to players' actions and needs. In this paper, we describe a supervised machine-learning framework to model director agent strategies in an educational interactive narrative Crystal Island. Findings from two studies with human participants are reported. The first study utilized a Wizard-of-Oz paradigm where human “wizards” directed participants through Crystal Island's mystery storyline by dynamically controlling narrative events in the game environment. Interaction logs yielded training data for machine learning the conditional probabilities of a dynamic Bayesian network (DBN) model of the human wizards' directorial actions. Results indicate that the DBN model achieved significantly higher precision and recall than naive Bayes and bigram model techniques. In the second study, the DBN director agent model was incorporated into the runtime version of Crystal Island, and its impact on students' narrative-centered learning experiences was investigated. Results indicate that machine-learning director agent strategies from human demonstrations yield models that positively shape players' narrative-centered learning and problem-solving experiences.
Seung Y. Lee, Jonathan P. Rowe, Bradford W. Mott, James C. Lester
IEEE Trans. Comput. Intell. AI Games1
2012 Real-Time Narrative-Centered Tutorial Planning for Story-Based Learning
Seung Y. Lee, Bradford W. Mott, James C. Lester
ITS1
2011 Modeling Narrative-Centered Tutorial Decision Making in Guided Discovery Learning
Seung Y. Lee, Bradford W. Mott, James C. Lester
AIED1
2011 Director Agent Intervention Strategies for Interactive Narrative Environments
Seung Y. Lee, Bradford W. Mott, James C. Lester
ICIDS1
2010 Optimizing Story-Based Learning: An Investigation of Student Narrative Profiles
Seung Y. Lee, Bradford W. Mott, James C. Lester
Intelligent Tutoring Systems (2)1