Research
UX Research Case Studies 🗄️
Research Interests 🥼
Examines how encountering the consequences of one’s choices shapes the depth of learning, sense of responsibility, affect, and confidence in decision-making—particularly when navigating contentious or unfamiliar topics (e.g., AI, cryptocurrency and sociocultural issues).
Develop human-centered technological tools and personalized immersive choice-based environments to enhance people's critical media literacy, empowering them to make well-informed decisions and establish their positions.
Areas of interest for technologies: social media, games, AI chatbots, LLM, robotics, cryptocurrency, metaverse and mobile apps
Theoretical interests include critical media literacy, experiential learning, situated learning, human-computer interaction.
Scholarly Works 📚
Cheung, M. Y.-Y., & Lyublinskaya, I. (2025). Evolution of Finch robot orchestrations in teaching primary school mathematics. Proceedings of the Fourteenth Congress of the European Society for Research in Mathematics Education (CERME14). Free University of Bozen-Bolzano and ERME.
Coward, C., Cheung, M. Y.-Y., & Lyublinskaya, I. (2025). Learning trajectories of teachers’ cultural competencies in teaching mathematics with robots in elementary school [Conference presentation]. American Educational Research Association (AERA) Annual Conference, Denver, CO.
Literat, I., Abdelbagi, A., Law, N. YL., Cheung, M. Y.-Y., & Tang, R. (2021). Learning about Media Literacy on Social Media: Implications for the Design and Implementation of Online Media Literacy Campaigns. National Association for Media Literacy Association (NAMLE) Conference 2021.
Cheung, M. Y.-Y., & Okita, S. Y. (2021). Cryptocurrency in Walled City: an interactive ‘Choose Your Own Adventure’ storybook [Manuscript submitted for publication].
Literat, I., Chang, Y. K., & the Media and Social Change Lab (Cheung, M. Y.-Y.). (2020). LAMBOOZLED! The media literacy card game [Conference presentation]. U.S. Media Literacy Week by National Association for Media Literacy Education (NAMLE).
Literat, I., Chang, Y. K., & the Media and Social Change Lab (Cheung, M. Y.-Y.). (2020). Introducing LAMBOOZLED! A card game about sheep and media literacy [Conference presentation]. 15th Annual Northeast Media Literacy Conference.
Cheung, M. Y.-Y. (2019). Utopia: Gamified mobile application to sustain motivation in online learning [Master’s thesis]. Columbia University.
Research Projects 📁
National Science Foundation Birds & Bots Culturally Relevant STEM Education
#NSF #CulturalRelevant # robotics #maths #teachers #elementary #students
Google Classroom UX Research
Improve Google Classroom design
#Google #GoogleClassroom #EdTech #UX #teachers #students
Exploring NFTs for Collaborative Learning in Metaverse
NFTs can leverage empowerment, embodiment, and motivation to enhance education
#NFT #crypto #web3 #metaverse #DAO #iNFTs #AI #blockchain
Can students learn better when they have freedom within a range of multiverses?
#multiverse #cyoa #cryptocurrency #web3 #storytelling #info literacy
Mere Belief of Social Interaction
Do people learn better when they believe they are interacting with humans rather than AI robots?
#social learning #peer learning #telepresence #Nao #AI #HRI #electroencephalogram
Social Media Acculturation of Chinese Diaspora
What is ‘mainstream’ in US social media culture? Does information literacy matter?
#AsianAmerican #interview #qualitative #infoliteracy #socialmedia #Instragram #WeChat
A gamified mobile application to sustain learners’ motivation in online learning
#gamification #mobile learning #motivation #self-regulated learning #sense of community
Explore whether this card game can enhance students’ news literacy to spot misinformation
#gamification #card #media literacy #high school students #playtesting #digitalize #fake news
“Bitcoin is dead”
Analysis of people’s views on Bitcoin such decentralized cryptocurrency
#content analysis #decentralization #bitcoin #black box #Ponzi scheme #scam #bubble