Selected Journal Publication (35)
Note. * indicates the work with students co-authored.
Note. IF indicates impact factor (2023) by Web of Science (WoS).
Note. IF indicates impact factor (2023) by Web of Science (WoS).
International and Peer-reviewed (n = 32)
[32] * Awoyemi, I. D., Mercado, F., & Moon, J. (Minor revision). A narrative review of immersive virtual reality to enhance high school students’ mathematics competence. The Mathematical Education (KCI-indexed journal).
[31] Choi, G. W., Lee, D., Kim, S. H, & Moon, J. (Minor revision). Utilizing generative artificial intelligence for instructional design: Exploring strengths, weakness, opportunities, and threats. TechTrends (ESCI-indexed journal, IF = 2.5)
[30] * Moon, J., Yeo, S., Si, Q., & Ljeluola, A. S. (2024). A scoping review of game-based learning on mathematics teacher education. International Journal of Mathematics Education in Science and Technology https://doi.org/10.1080/0020739X.2024.2337934 [ESCI-indexed, IF = 0.9]
[29] * Moon, J., Ke, F., Sokolikj, Z., & Chakraborty, S. (2024). Applying multimodal data fusion to track autistic adolescents’ representational flexibility development during virtual reality-based training . Computers & Education: X Reality https://doi.org/10.1016/j.cexr.2024.100063
[28] Banihashema, K., Kerman, N. T., Noroozi, O., Moon, J., & Drachsler, H. (2024). Feedback sources in essay writing: Peer-generated or AI-generated feedback. International Journal of Educational Technology in Higher Education https://doi.org/10.1186/s41239-024-00455-4 [SSCI-indexed, IF = 8.6]
[27] Na, C., Lee, D., Moon, J., & Shin, Y. (2024). Modeling undergraduate students’ learning dynamics between self-regulated learning patterns and community of inquiry. Education and Information Technologies https://doi.org/10.1007/s10639-024-12527-z [SSCI-indexed, IF = 5.5]
[26] Dai, C., Ke, F., Pan, Y., Moon, J., & Liu, Z. (2024). Effects of artificial intelligence-powered virtual agents on learning outcomes in simulation-based learning: A meta-analysis. Educational Psychology Review https://doi.org/10.1007/s10648-024-09855-4 [SSCI-indexed, IF = 11.7]
[25] Moon, J. (2024). Learning experience design of verbal prompts in virtual reality-based training for autistic children. Research in Learning Technology https://doi.org/10.25304/rlt.v32.3129 [ESCI-indexed, IF = 2.2]
[24] Glaser, N., Schmidt, M., Thull, C., Tennant, A., Moon, J., & Ousley, C. (2023). Learner experience design and unpacking sociocultural, technological, and pedagogical design considerations of spherical video-based virtual reality systems for autistic learners: A systematic literature review. Journal of Autism and Developmental Disorders https://doi.org/10.1007/s10803-023-06168-3 [SSCI-indexed, IF = 3.9]
[23] Lee, U., Jung, H., Jeon, Y., Sohn, Y., Hwang, W., Moon, J., Kim, H (2023). Few-shot is enough: Exploring ChatGPT prompt engineering method for automatic question generation in English education. Education and Information Technologies. https://doi.org/10.1007/s10639-023-12249-8 [SSCI-indexed, IF = 5.5]
[22] Moon, J., Choi, G. W., & Seo, J. (2023). Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals. Virtual Reality. https://doi.org/10.1007/s10055-023-00856-2 [SCIE-indexed, IF = 4.2]
[21] Moon, J., & Ke, F. (2023). Effects of adaptive prompts in virtual reality-based social skills training for children with autism. Journal of Autism and Developmental Disorders. https://doi.org/10.1007/s10803-023-06021-7 [SSCI-indexed, IF = 3.9]
[20] Choi, G. W., Lim, J., Kim, S., Moon, J., & Jung, Y. (2023, In Press). A case study of South Korean elementary school teachers’ emergence remote teaching. Knowledge Management & E-learning: An International Journal. [ESCI-indexed, IF = 2.4]
[19] Liu, Z., & Moon, J. (2023). A framework for applying sequential data analytics to design personalized digital game-based learning for computing education. Journal of Educational Technology & Society. https://doi.org/10.30191/ETS.202304_26(2).0013 [SSCI-indexed, IF = 4.0]
[18] Moon, J., Lee, D., Choi, G.W., Seo, J., Do, J., & Lim, T. (2023). Learning analytics in seamless learning environments: A systematic review. Interactive Learning Environments. https://doi.org/10.1080/10494820.2023.2170422 [SSCI-indexed, IF = 5.4]
[17] Ke, F., Moon, J., & Sokolikj, Z. (2022). Designing and deploying a virtual social sandbox for children with autism. Disability and Rehabilitation: Assistive Technology. https://doi.org/10.1080/17483107.2022.2156630 [ESCI-indexed, IF = 2.2]
[16] * Yu, J., Ma, W., Moon, J., & Denham, A. (2022). Developing a stealth assessment system using a continuous conjunctive model. Journal of Learning Analytics. https://doi.org/10.18608/jla.2022.7639 [ESCI-indexed, IF = 3.9]
[15] Moon, J., Ke, F., Sokolikj, Z., & Dahlstrom-Hakki, I. (2022). Multimodal data fusion to track students’ distress during educational gameplay. 1-13. Journal of Learning Analytics. https://doi.org/10.18608/jla.2022.7631 [ESCI-indexed, IF = 3.9]
[14] Seo, J., Moon, J., Choi, G.W., & Do, J. (2022). A scoping review of three computational approaches to ethnographic research in digital learning environments. TechTrends. 66, 102–111. https://doi.org/10.1007/s11528-021-00689-3 [ESCI-indexed, IF = 2.5]
[13] Ke, F., Moon, J., & Sokolikj, Z. (2022). Virtual reality-based social skills training for children with autism spectrum disorder. Journal of Special Education Technology. 37(1), 49-62. https://doi.org/10.1177/0162643420945603 [SSCI-indexed, IF = 2.9]
[12] Moon, J., Lee, S., & Xu, X. (2022). Exploring pre-service teachers’ technology-integration belief and scientific inquiry in a teacher-development course. International Journal of Technology and Design Education. 32, 1777–1798. https://doi.org/10.1007/s10798-021-09672-8 [SCIE- and SSCI-indexed, IF = 2.1]
[11] Moon, J., & Park, Y. (2021). A scoping review on open educational resources to support interactions of learners with disabilities. The International Review of Research in Open and Distributed Learning https://doi.org/10.19173/irrodl.v22i1.5110 [SSCI-indexed, IF = 1.2]
[10] Tlili, A., Chang, M., Moon, J., Liu, Z., Burgos, D., Chen, N. S., & Kinshuk (2021). A systematic literature review of empirical studies on learning analytics in educational games. International Journal of Interactive Multimedia and Artificial Intelligence. 7(2). http://dx.doi.org/10.9781/ijimai.2021.03.003 [SCIE-indexed, IF = 3.6]
[9] Moon, J., Ke, F., & Sokolikj, Z. (2020). Automatic assessment of cognitive and emotional states in virtual reality-based flexibility training for adolescents with autism. British Journal of Educational Technology. 51(5), 1766-1784. https://dx.doi.org/10.1111/bjet.13005 [SSCI-indexed, IF = 6.6]
[8] Liu, Z., Moon, J., Kim, B., & Dai, C. (2020). Integrating adaptivity to educational games: A combination of bibliometric and meta-analytic review. Educational Technology Research and Development. 68, 1931-1959. https://doi.org/10.1007/s11423-020-09791-4 [SSCI-indexed, IF = 5.0]
[7] Moon, J., & Ryu, J. (2020). The effects of social and cognitive cues on learning comprehension, eye-gaze pattern, and cognitive load in video instruction. Journal of Computing in Higher Education. 33, 39–63. https://doi.org/10.1007/s12528-020-09255-x [SSCI-indexed, IF = 5.6]
[6] Moon, J., & Ke, F. (2020). Exploring the relationships among middle school students’ peer interactions, task efficiency, and learning engagement in game-based learning. Simulation & Gaming. 51(3), 310-335. https://doi.org/10.1177/1046878120907940 [ESCI-indexed, IF = 2.0]
[5] Moon, J., Do, J., Lee, D., & Choi, G. (2020). A conceptual framework for teaching computational thinking in personalized OERs. Smart Learning Environments. 7(6). https://doi.org/10.1186/s40561-019-0108-z [ESCI-indexed, IF = 4.8]
[4] Moon, J., & Ke, F. (2019). In-game actions to promote game-based math learning engagement. Journal of Educational Computing Research. 58(4), 863-885. https://doi.org/10.1177/0735633119878611 [SSCI-indexed, IF = 4.8]
[3] Moon, J., & Ke, F. (2019). Exploring the treatment integrity of virtual reality-based social skills training for children with high-functioning autism. Interactive Learning Environment. 29(6), 939-953. http://dx.doi.org/10.1080/10494820.2019.1613665 [SSCI-indexed, IF = 5.4]
[2] Ke, F., & Moon, J. (2018). Virtual collaborative gaming as social skills training for high‐functioning autistic children. British Journal of Educational Technology, 49(4), 728-741. https://doi.org/10.1111/bjet.12626 [SSCI-indexed, IF = 6.6]
[1] Moon, J. (2018). Reviews of social embodiment for design of Non-player characters in virtual reality-based social skill training for autistic children. Multimodal Technologies and Interaction, 2(3), 53-62. https://doi.org/10.3390/mti2030053 [ESCI-indexed, IF = 2.5]
Korean and Peer-reviewed Journal (n = 3)
[3] Do, J., Kim. S., & Moon, J. (2020). Exploring synchronous online course cases on secondary schools via semantic network analysis. Journal of Qualitative Inquiry. 6(3), 637-681. http://www.riss.kr/link?id=A107079753 (KCI IF = 1.59)
[2] Ryu, J., & Moon, J. (2013). The effects of line length and information seeking in e-book for learning on eye-fixation time, cognitive load, and comprehension. The Korea Educational Review, 19(3), 293-313. http://uci.or.kr/G704-001273.2013.19.3.007 (KCI IF = 1.85)
[1] Ryu, J., Jung, H., & Moon, J. (2013). Needs analysis of distance education students for using e-textbooks on smart pads. The Journal of the Korea Content, 13(10), 594-603. http://doi.org/10.5392/JKCA.2013.13.10.594 (KCI IF = 1.90)
[32] * Awoyemi, I. D., Mercado, F., & Moon, J. (Minor revision). A narrative review of immersive virtual reality to enhance high school students’ mathematics competence. The Mathematical Education (KCI-indexed journal).
[31] Choi, G. W., Lee, D., Kim, S. H, & Moon, J. (Minor revision). Utilizing generative artificial intelligence for instructional design: Exploring strengths, weakness, opportunities, and threats. TechTrends (ESCI-indexed journal, IF = 2.5)
[30] * Moon, J., Yeo, S., Si, Q., & Ljeluola, A. S. (2024). A scoping review of game-based learning on mathematics teacher education. International Journal of Mathematics Education in Science and Technology https://doi.org/10.1080/0020739X.2024.2337934 [ESCI-indexed, IF = 0.9]
[29] * Moon, J., Ke, F., Sokolikj, Z., & Chakraborty, S. (2024). Applying multimodal data fusion to track autistic adolescents’ representational flexibility development during virtual reality-based training . Computers & Education: X Reality https://doi.org/10.1016/j.cexr.2024.100063
[28] Banihashema, K., Kerman, N. T., Noroozi, O., Moon, J., & Drachsler, H. (2024). Feedback sources in essay writing: Peer-generated or AI-generated feedback. International Journal of Educational Technology in Higher Education https://doi.org/10.1186/s41239-024-00455-4 [SSCI-indexed, IF = 8.6]
[27] Na, C., Lee, D., Moon, J., & Shin, Y. (2024). Modeling undergraduate students’ learning dynamics between self-regulated learning patterns and community of inquiry. Education and Information Technologies https://doi.org/10.1007/s10639-024-12527-z [SSCI-indexed, IF = 5.5]
[26] Dai, C., Ke, F., Pan, Y., Moon, J., & Liu, Z. (2024). Effects of artificial intelligence-powered virtual agents on learning outcomes in simulation-based learning: A meta-analysis. Educational Psychology Review https://doi.org/10.1007/s10648-024-09855-4 [SSCI-indexed, IF = 11.7]
[25] Moon, J. (2024). Learning experience design of verbal prompts in virtual reality-based training for autistic children. Research in Learning Technology https://doi.org/10.25304/rlt.v32.3129 [ESCI-indexed, IF = 2.2]
[24] Glaser, N., Schmidt, M., Thull, C., Tennant, A., Moon, J., & Ousley, C. (2023). Learner experience design and unpacking sociocultural, technological, and pedagogical design considerations of spherical video-based virtual reality systems for autistic learners: A systematic literature review. Journal of Autism and Developmental Disorders https://doi.org/10.1007/s10803-023-06168-3 [SSCI-indexed, IF = 3.9]
[23] Lee, U., Jung, H., Jeon, Y., Sohn, Y., Hwang, W., Moon, J., Kim, H (2023). Few-shot is enough: Exploring ChatGPT prompt engineering method for automatic question generation in English education. Education and Information Technologies. https://doi.org/10.1007/s10639-023-12249-8 [SSCI-indexed, IF = 5.5]
[22] Moon, J., Choi, G. W., & Seo, J. (2023). Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals. Virtual Reality. https://doi.org/10.1007/s10055-023-00856-2 [SCIE-indexed, IF = 4.2]
[21] Moon, J., & Ke, F. (2023). Effects of adaptive prompts in virtual reality-based social skills training for children with autism. Journal of Autism and Developmental Disorders. https://doi.org/10.1007/s10803-023-06021-7 [SSCI-indexed, IF = 3.9]
[20] Choi, G. W., Lim, J., Kim, S., Moon, J., & Jung, Y. (2023, In Press). A case study of South Korean elementary school teachers’ emergence remote teaching. Knowledge Management & E-learning: An International Journal. [ESCI-indexed, IF = 2.4]
[19] Liu, Z., & Moon, J. (2023). A framework for applying sequential data analytics to design personalized digital game-based learning for computing education. Journal of Educational Technology & Society. https://doi.org/10.30191/ETS.202304_26(2).0013 [SSCI-indexed, IF = 4.0]
[18] Moon, J., Lee, D., Choi, G.W., Seo, J., Do, J., & Lim, T. (2023). Learning analytics in seamless learning environments: A systematic review. Interactive Learning Environments. https://doi.org/10.1080/10494820.2023.2170422 [SSCI-indexed, IF = 5.4]
[17] Ke, F., Moon, J., & Sokolikj, Z. (2022). Designing and deploying a virtual social sandbox for children with autism. Disability and Rehabilitation: Assistive Technology. https://doi.org/10.1080/17483107.2022.2156630 [ESCI-indexed, IF = 2.2]
[16] * Yu, J., Ma, W., Moon, J., & Denham, A. (2022). Developing a stealth assessment system using a continuous conjunctive model. Journal of Learning Analytics. https://doi.org/10.18608/jla.2022.7639 [ESCI-indexed, IF = 3.9]
[15] Moon, J., Ke, F., Sokolikj, Z., & Dahlstrom-Hakki, I. (2022). Multimodal data fusion to track students’ distress during educational gameplay. 1-13. Journal of Learning Analytics. https://doi.org/10.18608/jla.2022.7631 [ESCI-indexed, IF = 3.9]
[14] Seo, J., Moon, J., Choi, G.W., & Do, J. (2022). A scoping review of three computational approaches to ethnographic research in digital learning environments. TechTrends. 66, 102–111. https://doi.org/10.1007/s11528-021-00689-3 [ESCI-indexed, IF = 2.5]
[13] Ke, F., Moon, J., & Sokolikj, Z. (2022). Virtual reality-based social skills training for children with autism spectrum disorder. Journal of Special Education Technology. 37(1), 49-62. https://doi.org/10.1177/0162643420945603 [SSCI-indexed, IF = 2.9]
[12] Moon, J., Lee, S., & Xu, X. (2022). Exploring pre-service teachers’ technology-integration belief and scientific inquiry in a teacher-development course. International Journal of Technology and Design Education. 32, 1777–1798. https://doi.org/10.1007/s10798-021-09672-8 [SCIE- and SSCI-indexed, IF = 2.1]
[11] Moon, J., & Park, Y. (2021). A scoping review on open educational resources to support interactions of learners with disabilities. The International Review of Research in Open and Distributed Learning https://doi.org/10.19173/irrodl.v22i1.5110 [SSCI-indexed, IF = 1.2]
[10] Tlili, A., Chang, M., Moon, J., Liu, Z., Burgos, D., Chen, N. S., & Kinshuk (2021). A systematic literature review of empirical studies on learning analytics in educational games. International Journal of Interactive Multimedia and Artificial Intelligence. 7(2). http://dx.doi.org/10.9781/ijimai.2021.03.003 [SCIE-indexed, IF = 3.6]
[9] Moon, J., Ke, F., & Sokolikj, Z. (2020). Automatic assessment of cognitive and emotional states in virtual reality-based flexibility training for adolescents with autism. British Journal of Educational Technology. 51(5), 1766-1784. https://dx.doi.org/10.1111/bjet.13005 [SSCI-indexed, IF = 6.6]
[8] Liu, Z., Moon, J., Kim, B., & Dai, C. (2020). Integrating adaptivity to educational games: A combination of bibliometric and meta-analytic review. Educational Technology Research and Development. 68, 1931-1959. https://doi.org/10.1007/s11423-020-09791-4 [SSCI-indexed, IF = 5.0]
[7] Moon, J., & Ryu, J. (2020). The effects of social and cognitive cues on learning comprehension, eye-gaze pattern, and cognitive load in video instruction. Journal of Computing in Higher Education. 33, 39–63. https://doi.org/10.1007/s12528-020-09255-x [SSCI-indexed, IF = 5.6]
[6] Moon, J., & Ke, F. (2020). Exploring the relationships among middle school students’ peer interactions, task efficiency, and learning engagement in game-based learning. Simulation & Gaming. 51(3), 310-335. https://doi.org/10.1177/1046878120907940 [ESCI-indexed, IF = 2.0]
[5] Moon, J., Do, J., Lee, D., & Choi, G. (2020). A conceptual framework for teaching computational thinking in personalized OERs. Smart Learning Environments. 7(6). https://doi.org/10.1186/s40561-019-0108-z [ESCI-indexed, IF = 4.8]
[4] Moon, J., & Ke, F. (2019). In-game actions to promote game-based math learning engagement. Journal of Educational Computing Research. 58(4), 863-885. https://doi.org/10.1177/0735633119878611 [SSCI-indexed, IF = 4.8]
[3] Moon, J., & Ke, F. (2019). Exploring the treatment integrity of virtual reality-based social skills training for children with high-functioning autism. Interactive Learning Environment. 29(6), 939-953. http://dx.doi.org/10.1080/10494820.2019.1613665 [SSCI-indexed, IF = 5.4]
[2] Ke, F., & Moon, J. (2018). Virtual collaborative gaming as social skills training for high‐functioning autistic children. British Journal of Educational Technology, 49(4), 728-741. https://doi.org/10.1111/bjet.12626 [SSCI-indexed, IF = 6.6]
[1] Moon, J. (2018). Reviews of social embodiment for design of Non-player characters in virtual reality-based social skill training for autistic children. Multimodal Technologies and Interaction, 2(3), 53-62. https://doi.org/10.3390/mti2030053 [ESCI-indexed, IF = 2.5]
Korean and Peer-reviewed Journal (n = 3)
[3] Do, J., Kim. S., & Moon, J. (2020). Exploring synchronous online course cases on secondary schools via semantic network analysis. Journal of Qualitative Inquiry. 6(3), 637-681. http://www.riss.kr/link?id=A107079753 (KCI IF = 1.59)
[2] Ryu, J., & Moon, J. (2013). The effects of line length and information seeking in e-book for learning on eye-fixation time, cognitive load, and comprehension. The Korea Educational Review, 19(3), 293-313. http://uci.or.kr/G704-001273.2013.19.3.007 (KCI IF = 1.85)
[1] Ryu, J., Jung, H., & Moon, J. (2013). Needs analysis of distance education students for using e-textbooks on smart pads. The Journal of the Korea Content, 13(10), 594-603. http://doi.org/10.5392/JKCA.2013.13.10.594 (KCI IF = 1.90)
Edited Book (1)
[1] Moon, J., Choi, G. W., Bae, H., Byun, J. (2023). Instructional Technology and Learning Sciences: Korean Open Access Guide. Korean Edutech/LearningSciences Researcher Network (KELS) https://edtechbooks.org/edutechlearningscienceskorean
Refereed Book Chapters (4)
[4] Kim, B. J., Ke, F., Moon, J., and West, L. (2021). Designing Dynamic Learning Supports for Game and Simulation-Based Learning in STEM Education, Aprea C. and Ifenthaler, D.(eds.) in Game-based Learning Across the Disciplines. Advances in Game-Based Learning, Springer, Cham. https://doi.org/10.1007/978-3-030-75142-5_8
[3] Choi, G., Moon, J., Do, J., & Lee, D. (2020). Open Educational Resources in Korea. Huang, R., Liu, D., Tlili, A., Gao, Y., & Koper, R. (eds.) Open Education Resources in “Belt and Road” Countries, Lecture Note Series in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-15-3040-1_5
[2] Moon, J. & Liu, Z. (2019). Rich Representations for Analyzing Learning Trajectories: Systematic Review on Sequential-Data Analytics in Game-based Learning Research. Tlili, A., & Maiga (eds.) Data Analytics Approaches in Educational Games and Gamification Systems, Smart Computing, and Intelligence, Springer, Singapore. http://doi.org/10.1007/978-981-32-9335-9_2
[1] Kang, J., Moon, J., & Diederich, M. (2019). Educational Games and Gamification: From Foundations to Applications of Data Analytics. Tlili, A., & Maiga (eds.) Data Analytics Approaches in Educational Games and Gamification Systems, Smart Computing, and Intelligence, Springer, Singapore. http://doi.org/10.1007/978-981-32-9335-9_1.
[3] Choi, G., Moon, J., Do, J., & Lee, D. (2020). Open Educational Resources in Korea. Huang, R., Liu, D., Tlili, A., Gao, Y., & Koper, R. (eds.) Open Education Resources in “Belt and Road” Countries, Lecture Note Series in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-15-3040-1_5
[2] Moon, J. & Liu, Z. (2019). Rich Representations for Analyzing Learning Trajectories: Systematic Review on Sequential-Data Analytics in Game-based Learning Research. Tlili, A., & Maiga (eds.) Data Analytics Approaches in Educational Games and Gamification Systems, Smart Computing, and Intelligence, Springer, Singapore. http://doi.org/10.1007/978-981-32-9335-9_2
[1] Kang, J., Moon, J., & Diederich, M. (2019). Educational Games and Gamification: From Foundations to Applications of Data Analytics. Tlili, A., & Maiga (eds.) Data Analytics Approaches in Educational Games and Gamification Systems, Smart Computing, and Intelligence, Springer, Singapore. http://doi.org/10.1007/978-981-32-9335-9_1.
Refereed Conference Proceedings (14)
* indicates the work with mentoring students.
[14] Sokolikj, Z., Ke, F., Chakraborty, S., & Moon, J. (2023). Using deep learning to track representational flexibility development of students with autism in a nurturing virtual reality environment. ICIET 2023. https://doi.org/10.1109/ICIET56899.2023.10111218
[13] Moon, J., Fe, K., Sokolikj, Z., Chakraborty, S. (2022). Multimodal data fusion to track representational flexibility of adolescents with autism spectrum disorder during virtual reality-based training. ICLS2022, Japan.
[12] Moon, J., Ke, F., Sokolikj, Z., & Chakraborty, S. (2021). Using sequence mining to explore the representational flexibility development of adolescents with autism spectrum disorder in virtual reality-based flexibility training. In de Vries, E., Hod, Y., & Ahn, J. (Eds.), Proceedings of the 15th International Conference of the Learning Sciences - ICLS 2021. (pp. 919-920). Bochum, Germany: International Society of the Learning Sciences.
[11] Liu, Z. & Moon, J. (2021). Investigating children’s problem-solving patterns in digital game-based learning for computational thinking development. In de Vries, E., Hod, Y., & Ahn, J. (Eds.), Proceedings of the 15th International Conference of the Learning Sciences - ICLS 2021. (pp. 949-950). Bochum, Germany: International Society of the Learning Sciences.
[10] Israel, M., Liu, T., Moon, J., Ke, F., & Dahlstrom-Hakki, I. (2021). Methodological considerations for understanding students’ problem solving processes and affective trajectories during game-based learning: A data fusion approach. In: Fang X. (eds) HCI in Games: Serious and Immersive Games. HCI 2021. Lecture Notes in Computer Science, vol 12790. Springer, Cham. https://doi.org/10.1007/978-3-030-77414-1_15
[9] Ke, F., Moon, J., & Sokolikj, Z. (2020). Tracking Representational Flexibility Development through Speech Data Mining. In 2020 IEEE Frontiers in Education Conference (FIE) (pp. 1-4). IEEE.
[8] Moon, J. & Ke, F. (2020). Understanding epistemic networks in virtual reality-based collaborative gameplay for social-skills training with children with autism. In Melissa Gresalfi, & Ilana Seidel Horn (Eds.), the International Conference of the Learning Sciences (pp. 779-780). International Society of the Learning Sciences. Nashville, TN.
[7] Moon, J. & Ke, F. (2020). Exploring learning supports in virtual reality-based flexibility training for adolescents with autism. In Melissa Gresalfi, & Ilana Seidel Horn (Eds.), the International Conference of the Learning Sciences (pp. 1729-1730). International Society of the Learning Sciences. Nashville, TN.
[6] Ke, F., & Moon, J. (2018). Examining virtual-reality-based learning design for children with autism via seasonal index analysis. In Judy Kay, & Rosemary Luckin (Eds.), the International Conference of the Learning Sciences (pp. 973-976). International Society of the Learning Sciences. London, United Kingdom.
[5] Ke, F., & Moon, J. (2018). Exploring learning-facilitating game actions via sequential analysis. In Kristy Elizabeth Boyer, & Michael Yudelson (Eds.), the 11th International Conference on Educational Data Mining (pp. 490-491). Buffalo, NY.
[4] Moon, J., & Ke, F. (2018). Exploring potential effectiveness of Jaccard index to measure treatment integrity in virtual reality-based social training program for children with high-functioning autism. In Kristy Elizabeth Boyer, & Michael Yudelson (Eds.), the 11th International Conference on Educational Data Mining (pp. 486-487). Buffalo, NY.
[3] Moon, J., Ke, F., Xu, X., Pan, Y., & Dai, Z. (2017). The effect of peer interaction on task efficiency and learning engagement in digital game-based learning. In Brian K Smith, Marcela Borge, Emma Mercier, & Kyu-Yon Lim (Eds.), International Conference on Computer Supported Collaborative Learning (pp. 777-778). International Society of the Learning Sciences. Philadelphia, PA.
[2] Moon, J., & Ke., F. (2016). Categorization of embodied user interface in immersive virtual environment. Paper presented at Doctoral Consortium, 2016. Proceedings. IEEE International Conference on Advanced Learning Technologies. Austin, TX.
[1] Moon, J. (2016). Classification of cognitive domains and natural user interface in immersive virtual environments. In Proceedings of Society for Information Technology & Teacher Education International Conference 2016 (pp. 1305-1309). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). Retrieved from https://www.learntechlib.org/p/171859. Savanna, GA.
[13] Moon, J., Fe, K., Sokolikj, Z., Chakraborty, S. (2022). Multimodal data fusion to track representational flexibility of adolescents with autism spectrum disorder during virtual reality-based training. ICLS2022, Japan.
[12] Moon, J., Ke, F., Sokolikj, Z., & Chakraborty, S. (2021). Using sequence mining to explore the representational flexibility development of adolescents with autism spectrum disorder in virtual reality-based flexibility training. In de Vries, E., Hod, Y., & Ahn, J. (Eds.), Proceedings of the 15th International Conference of the Learning Sciences - ICLS 2021. (pp. 919-920). Bochum, Germany: International Society of the Learning Sciences.
[11] Liu, Z. & Moon, J. (2021). Investigating children’s problem-solving patterns in digital game-based learning for computational thinking development. In de Vries, E., Hod, Y., & Ahn, J. (Eds.), Proceedings of the 15th International Conference of the Learning Sciences - ICLS 2021. (pp. 949-950). Bochum, Germany: International Society of the Learning Sciences.
[10] Israel, M., Liu, T., Moon, J., Ke, F., & Dahlstrom-Hakki, I. (2021). Methodological considerations for understanding students’ problem solving processes and affective trajectories during game-based learning: A data fusion approach. In: Fang X. (eds) HCI in Games: Serious and Immersive Games. HCI 2021. Lecture Notes in Computer Science, vol 12790. Springer, Cham. https://doi.org/10.1007/978-3-030-77414-1_15
[9] Ke, F., Moon, J., & Sokolikj, Z. (2020). Tracking Representational Flexibility Development through Speech Data Mining. In 2020 IEEE Frontiers in Education Conference (FIE) (pp. 1-4). IEEE.
[8] Moon, J. & Ke, F. (2020). Understanding epistemic networks in virtual reality-based collaborative gameplay for social-skills training with children with autism. In Melissa Gresalfi, & Ilana Seidel Horn (Eds.), the International Conference of the Learning Sciences (pp. 779-780). International Society of the Learning Sciences. Nashville, TN.
[7] Moon, J. & Ke, F. (2020). Exploring learning supports in virtual reality-based flexibility training for adolescents with autism. In Melissa Gresalfi, & Ilana Seidel Horn (Eds.), the International Conference of the Learning Sciences (pp. 1729-1730). International Society of the Learning Sciences. Nashville, TN.
[6] Ke, F., & Moon, J. (2018). Examining virtual-reality-based learning design for children with autism via seasonal index analysis. In Judy Kay, & Rosemary Luckin (Eds.), the International Conference of the Learning Sciences (pp. 973-976). International Society of the Learning Sciences. London, United Kingdom.
[5] Ke, F., & Moon, J. (2018). Exploring learning-facilitating game actions via sequential analysis. In Kristy Elizabeth Boyer, & Michael Yudelson (Eds.), the 11th International Conference on Educational Data Mining (pp. 490-491). Buffalo, NY.
[4] Moon, J., & Ke, F. (2018). Exploring potential effectiveness of Jaccard index to measure treatment integrity in virtual reality-based social training program for children with high-functioning autism. In Kristy Elizabeth Boyer, & Michael Yudelson (Eds.), the 11th International Conference on Educational Data Mining (pp. 486-487). Buffalo, NY.
[3] Moon, J., Ke, F., Xu, X., Pan, Y., & Dai, Z. (2017). The effect of peer interaction on task efficiency and learning engagement in digital game-based learning. In Brian K Smith, Marcela Borge, Emma Mercier, & Kyu-Yon Lim (Eds.), International Conference on Computer Supported Collaborative Learning (pp. 777-778). International Society of the Learning Sciences. Philadelphia, PA.
[2] Moon, J., & Ke., F. (2016). Categorization of embodied user interface in immersive virtual environment. Paper presented at Doctoral Consortium, 2016. Proceedings. IEEE International Conference on Advanced Learning Technologies. Austin, TX.
[1] Moon, J. (2016). Classification of cognitive domains and natural user interface in immersive virtual environments. In Proceedings of Society for Information Technology & Teacher Education International Conference 2016 (pp. 1305-1309). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). Retrieved from https://www.learntechlib.org/p/171859. Savanna, GA.
Recent Conference Presentations (n = 40)
* indicates the work with mentoring students.
[40] Jung, Y., Chang, Y., Moon, J., Seo, J., Bonnette, R., Lee, J.Y., Ke, F., Sokolikj, Z., Koh, K., Cox, E., Chen, S., Abbas, J., Munyano, M., DiCioccio, M., Alstad, Z. (2024, June). Learning environments designed for and with learners with disabilities. ISLS 2024.
[39] Ham, E., & Moon, J. (2024, March). Effects of metaverse-based learning activity on elementary Students’ enjoyment and information retention. SITE 2023.
38] Lee, U., Lee, S., Jung, Y., Kim, H., Lee, Y., Byun, G., Koh, J., Moon, J., Lee, J, & Kim, H. (2023, December). Generative agent for teacher training: Designing educational problem-solving simulations with large language model-based agents for pre-service teachers. Poster Presentation. NEURIPS 2023 Workshop GAIED.
[37] Lee, G., Moon, J., & Kim, H. (2023, November). Exploring the evolution: Topic modeling in digital textbook research trends. 2023 Conference of Joint Societies for Mathematics Education: KSESM, KSME, Korea University, South Korea.
[36] * Awoyemi, D., & Moon, J. (2023, October). Exploring the impact of immersive virtual reality on enhancing high school students’ mathematics competence in an online learning environment. Poster Presentation. AECT 2023.
[35] Moon, J., & Choi, G. W. (2023, October). Developing the Korean EdTech/Learning Sciences Researcher Network (KELS) as a community of practice. Poster Presentation. AECT 2023
[34] McNeill, L., Moon, J., & Edmond, C. (2023, October). Student engagement in a gamified online learning environment: A data mining approach. Oral Presentation. AECT 2023
[33] Moon, J., Song, S., Awoyemi, D., Marchiori, R., Khorshid, S., Chen, X. (2023, May). Immersive technology-enhanced learning system design in civil engineering education. Poster Presentation. iLRN 2023 Practitioner Stream.
[32] Moon, J., McNeill, L., Edmonds, C. (2023, May). Gamification system design for promoting heterophily in accounting Education. Poster Presentation. iLRN 2023 Practitioner Stream.
[31] * Awoyemi, D., & Moon, J. (2023, May). Teachers’ integration of immersive virtual reality in enhancing mathematics competence among high school students in an online learning environment: A narrative review. Poster Presentation. iLRN 2023 Practitioner Stream.
[30] Marchiori, R. S., Song, S., Moon, J., Khorshid, S. (2023). Crafting an approach to cultivate engineering competencies for undergraduate students in construction engineering with Minecraft. ASEE 2023. Baltimore, MD, United States.
[29] Na, H. & Moon, J. (2023, April). Investigating computational-thinking-related behaviors of primary school students: From a large dataset on Scratch community. Oral Presentation. AERA 2023.
[28] Dai, C., Ke, F., Pan, Y., Moon, J., Liu, Z. (2023, April). A meta-analysis on the effects of using artificial intelligence-powered virtual agents in simulation-based learning. Oral Presentation. AERA 2023.
[27] Zhang, N., Barrett, A., Ke, F., Moon, J., & Sokolikj, Z. (2023, April). An evidence-centered model for computational thinking assessment: Longitudinal observations of autistic youths in virtual worlds. Oral Presentation. AERA 2023.
[26] * Ljeluola, S. & Moon, J. (2022, October). Developing computational thinking competencies of learners with autism through 3D block design during Minecraft gameplay. Emerging Technology Showcase, AECT 2022, Las Vegas, NV, United States.
[25] Moon, J., & Yeo, S. (2022, October). Developing adaptive teacher training with educational gameplay to enhance elementary preservice teachers’ TPACK development and learning engagement. Roundtable Presentation, AECT 2022, Las Vegas, NV, United States.
[24] Stefaniak, J., McDonald, J., Lohman, L., Boer, P., Romero-Hall, E., Xinyu, R., Koehler, A., & Moon, J. (2022, October). Ethnographic experiences in learning design. Panel Session Presentation, AECT 2022, Las Vegas, NV, United States.
[23] Smith, G., Emihovich, B., Moon, J., Liu, Z., & Xue, X. (2022, October). Digital learning games and interactive learning environments: Impacting student learning across disciplines and contexts. Panel Session Presentation, AECT 2022, Las Vegas, NV, United States.
[22] Park, Y., Moon, J., & Na, H. (2022, October). Elementary STEM teachers' open educational resources and TPACK in a professional learning network. Poster Presentation, AECT 2022, Las Vegas, NV, United States.
[21] Barrett, A., Zhang, N., Ke, F., Moon, J., & Sokolikj, Z. (2022, May) Developing an evidence-centered model for computational thinking in virtual worlds with children with autism. Poster Presentation, iLRN 2022, Vienne, Austria.
[20] Moon, J., Ke, F., Sokolikj, Z., & Dahlstrom-Hakki, I. (2022, April). Multimodal data fusion to detect students' cognitive-affective states during educational game play. Poster Presentation, AERA 2022, San Diego, CA, United States.
[19] Ke, F., Moon, J., Sokolikj, Z. (2022, April). Virtual-reality-based training of representational flexibility for adolescents with autism. Symposium Presentation, AERA 2022, San Diego, CA, United States.
[18] Choi, G. W., Lim, J., Kim., S., Moon, J., & Jung, Y. (2021, November). A case study of post-COVID19 elementary school teachers in Korea. Concurrent Session Presentation, AECT 2021, Chicago, IL, United States.
[17] Park, Y., & Moon, J. (2020, November). A bibliometric analysis on open educational resources (OER) and learners with disabilities. Poster presented at AECT 2020 Convention. Jacksonville, FL, United States (Virtual).
[16] Ke, F., & Moon, J. (2020, April). Exploring representational flexibility development through speech data mining. Concurrent session presented at AERA 2020. Orlando, FL, United States.
[15] Moon, J., Lee, S., & Xu, X. (2019, November). Exploring the effect of group-collaboration design on developing preservice teachers’ technology-integration skills through scientific inquiry experiences. Roundtable presented at AECT 2019 Convention, Las Vegas, NV, United States.
[14] Moon, J., & Ke, F. (2019, October). Exploring collaborative gameplay in virtual reality-based social-skills training for children with autism. Poster presented at APA Technology, Mind, Society Conference 2019. Washington D.C., United States.
[13] Moon, J., & Ke, F. (2019, October). Exploring students’ peer interactions and gameplay patterns via sequential analysis. Poster presented at APA Technology, Mind, Society Conference 2019. Washington D.C., United States.
[12] Moon, J., Ke, F., & Kim, B. (2019, October). Using machine learning to predict activity types and social interaction levels of children with high-functioning autism in virtual reality-based social skills training. Poster presented at APA Technology, Mind, and Society Conference 2019. Washington D.C., United States.
[11] Ke, F., Moon, J., & Sokolikj, Z. (2018, October). Play and design based social skills training in a virtual world for children with high-functioning autism. Paper presented at APA Technology, Mind, and Society Conference, Washington D.C., United States.
[10] Ke, F., & Moon, J. (2018, April). Virtual-Reality based role-playing and design on social interaction skills development of children with high-functioning autism. Paper presented at AERA 2018 Annual Meeting, American Educational Research Association, New York City, NY, United States.
[9] Moon, J. (2017, November). Exploring learning affordance from embodied interface of STEM-relevant immersive virtual reality educational games. Poster presented at AECT 2017 Convention, Jacksonville, FL, United States.
[8] Moon, J. (2017, November). Explorations of storytelling approaches in STEM-related immersive virtual reality educational games: The findings from in-depth video observation. Poster presented at AECT 2017 Convention, Jacksonville, FL, United States.
[7] Moon, J. (2017, November). Reorganizing action verbs and embodied activities in immersive virtual reality games: Implications for instructional design. Poster presented at AECT 2017 Convention, Jacksonville, FL, United States.
[6] Ke, F., Xu, X., Lee, S., Moon, J., Dai, Z., Pan, Y., Shute, V., Clark, K., & Erlebacher, G. (2017, April). Math learning through game-based architectural design and building. Paper presented at 2017 American Educational Research Association Annual Meeting, American Educational Research Association, San Antonio, TX, United States.
[5] Moon, J., Xu, X., & Lee, S. (2016, October). Embodied pulley physics: The development of hands-on user interaction in virtual reality. Emerging Technology Showcase at AECT 2016 Convention, Las Vegas, NV, United States.
[4] Moon, J. (2016, October). The effect of virtual hand movement in science simulation: The transient and human movement effect in multimedia. Paper presented at AECT 2016 Convention, Las Vegas, NV, United States.
[3] Moon, J., & Ke, F (2016, July), Categorization of embodied user interface in immersive virtual environments. Doctoral consortium at the meeting of ICALT 2016, Austin, TX, United States.
[2] Moon, J., & Ryu, J. (2016, March). The effects of visual cueing with illustration on eye fixation time in multimedia learning with animated pedagogical agents. Roundtable presented at the meeting of SITE 2016, Savannah, GA, United States.
[1] Moon, J. (2016, March). Classification of cognitive domains and natural user interface in immersive virtual environment. Poster presented at the meeting of SITE 2016, Savannah, GA, United States.
[39] Ham, E., & Moon, J. (2024, March). Effects of metaverse-based learning activity on elementary Students’ enjoyment and information retention. SITE 2023.
38] Lee, U., Lee, S., Jung, Y., Kim, H., Lee, Y., Byun, G., Koh, J., Moon, J., Lee, J, & Kim, H. (2023, December). Generative agent for teacher training: Designing educational problem-solving simulations with large language model-based agents for pre-service teachers. Poster Presentation. NEURIPS 2023 Workshop GAIED.
[37] Lee, G., Moon, J., & Kim, H. (2023, November). Exploring the evolution: Topic modeling in digital textbook research trends. 2023 Conference of Joint Societies for Mathematics Education: KSESM, KSME, Korea University, South Korea.
[36] * Awoyemi, D., & Moon, J. (2023, October). Exploring the impact of immersive virtual reality on enhancing high school students’ mathematics competence in an online learning environment. Poster Presentation. AECT 2023.
[35] Moon, J., & Choi, G. W. (2023, October). Developing the Korean EdTech/Learning Sciences Researcher Network (KELS) as a community of practice. Poster Presentation. AECT 2023
[34] McNeill, L., Moon, J., & Edmond, C. (2023, October). Student engagement in a gamified online learning environment: A data mining approach. Oral Presentation. AECT 2023
[33] Moon, J., Song, S., Awoyemi, D., Marchiori, R., Khorshid, S., Chen, X. (2023, May). Immersive technology-enhanced learning system design in civil engineering education. Poster Presentation. iLRN 2023 Practitioner Stream.
[32] Moon, J., McNeill, L., Edmonds, C. (2023, May). Gamification system design for promoting heterophily in accounting Education. Poster Presentation. iLRN 2023 Practitioner Stream.
[31] * Awoyemi, D., & Moon, J. (2023, May). Teachers’ integration of immersive virtual reality in enhancing mathematics competence among high school students in an online learning environment: A narrative review. Poster Presentation. iLRN 2023 Practitioner Stream.
[30] Marchiori, R. S., Song, S., Moon, J., Khorshid, S. (2023). Crafting an approach to cultivate engineering competencies for undergraduate students in construction engineering with Minecraft. ASEE 2023. Baltimore, MD, United States.
[29] Na, H. & Moon, J. (2023, April). Investigating computational-thinking-related behaviors of primary school students: From a large dataset on Scratch community. Oral Presentation. AERA 2023.
[28] Dai, C., Ke, F., Pan, Y., Moon, J., Liu, Z. (2023, April). A meta-analysis on the effects of using artificial intelligence-powered virtual agents in simulation-based learning. Oral Presentation. AERA 2023.
[27] Zhang, N., Barrett, A., Ke, F., Moon, J., & Sokolikj, Z. (2023, April). An evidence-centered model for computational thinking assessment: Longitudinal observations of autistic youths in virtual worlds. Oral Presentation. AERA 2023.
[26] * Ljeluola, S. & Moon, J. (2022, October). Developing computational thinking competencies of learners with autism through 3D block design during Minecraft gameplay. Emerging Technology Showcase, AECT 2022, Las Vegas, NV, United States.
[25] Moon, J., & Yeo, S. (2022, October). Developing adaptive teacher training with educational gameplay to enhance elementary preservice teachers’ TPACK development and learning engagement. Roundtable Presentation, AECT 2022, Las Vegas, NV, United States.
[24] Stefaniak, J., McDonald, J., Lohman, L., Boer, P., Romero-Hall, E., Xinyu, R., Koehler, A., & Moon, J. (2022, October). Ethnographic experiences in learning design. Panel Session Presentation, AECT 2022, Las Vegas, NV, United States.
[23] Smith, G., Emihovich, B., Moon, J., Liu, Z., & Xue, X. (2022, October). Digital learning games and interactive learning environments: Impacting student learning across disciplines and contexts. Panel Session Presentation, AECT 2022, Las Vegas, NV, United States.
[22] Park, Y., Moon, J., & Na, H. (2022, October). Elementary STEM teachers' open educational resources and TPACK in a professional learning network. Poster Presentation, AECT 2022, Las Vegas, NV, United States.
[21] Barrett, A., Zhang, N., Ke, F., Moon, J., & Sokolikj, Z. (2022, May) Developing an evidence-centered model for computational thinking in virtual worlds with children with autism. Poster Presentation, iLRN 2022, Vienne, Austria.
[20] Moon, J., Ke, F., Sokolikj, Z., & Dahlstrom-Hakki, I. (2022, April). Multimodal data fusion to detect students' cognitive-affective states during educational game play. Poster Presentation, AERA 2022, San Diego, CA, United States.
[19] Ke, F., Moon, J., Sokolikj, Z. (2022, April). Virtual-reality-based training of representational flexibility for adolescents with autism. Symposium Presentation, AERA 2022, San Diego, CA, United States.
[18] Choi, G. W., Lim, J., Kim., S., Moon, J., & Jung, Y. (2021, November). A case study of post-COVID19 elementary school teachers in Korea. Concurrent Session Presentation, AECT 2021, Chicago, IL, United States.
[17] Park, Y., & Moon, J. (2020, November). A bibliometric analysis on open educational resources (OER) and learners with disabilities. Poster presented at AECT 2020 Convention. Jacksonville, FL, United States (Virtual).
[16] Ke, F., & Moon, J. (2020, April). Exploring representational flexibility development through speech data mining. Concurrent session presented at AERA 2020. Orlando, FL, United States.
[15] Moon, J., Lee, S., & Xu, X. (2019, November). Exploring the effect of group-collaboration design on developing preservice teachers’ technology-integration skills through scientific inquiry experiences. Roundtable presented at AECT 2019 Convention, Las Vegas, NV, United States.
[14] Moon, J., & Ke, F. (2019, October). Exploring collaborative gameplay in virtual reality-based social-skills training for children with autism. Poster presented at APA Technology, Mind, Society Conference 2019. Washington D.C., United States.
[13] Moon, J., & Ke, F. (2019, October). Exploring students’ peer interactions and gameplay patterns via sequential analysis. Poster presented at APA Technology, Mind, Society Conference 2019. Washington D.C., United States.
[12] Moon, J., Ke, F., & Kim, B. (2019, October). Using machine learning to predict activity types and social interaction levels of children with high-functioning autism in virtual reality-based social skills training. Poster presented at APA Technology, Mind, and Society Conference 2019. Washington D.C., United States.
[11] Ke, F., Moon, J., & Sokolikj, Z. (2018, October). Play and design based social skills training in a virtual world for children with high-functioning autism. Paper presented at APA Technology, Mind, and Society Conference, Washington D.C., United States.
[10] Ke, F., & Moon, J. (2018, April). Virtual-Reality based role-playing and design on social interaction skills development of children with high-functioning autism. Paper presented at AERA 2018 Annual Meeting, American Educational Research Association, New York City, NY, United States.
[9] Moon, J. (2017, November). Exploring learning affordance from embodied interface of STEM-relevant immersive virtual reality educational games. Poster presented at AECT 2017 Convention, Jacksonville, FL, United States.
[8] Moon, J. (2017, November). Explorations of storytelling approaches in STEM-related immersive virtual reality educational games: The findings from in-depth video observation. Poster presented at AECT 2017 Convention, Jacksonville, FL, United States.
[7] Moon, J. (2017, November). Reorganizing action verbs and embodied activities in immersive virtual reality games: Implications for instructional design. Poster presented at AECT 2017 Convention, Jacksonville, FL, United States.
[6] Ke, F., Xu, X., Lee, S., Moon, J., Dai, Z., Pan, Y., Shute, V., Clark, K., & Erlebacher, G. (2017, April). Math learning through game-based architectural design and building. Paper presented at 2017 American Educational Research Association Annual Meeting, American Educational Research Association, San Antonio, TX, United States.
[5] Moon, J., Xu, X., & Lee, S. (2016, October). Embodied pulley physics: The development of hands-on user interaction in virtual reality. Emerging Technology Showcase at AECT 2016 Convention, Las Vegas, NV, United States.
[4] Moon, J. (2016, October). The effect of virtual hand movement in science simulation: The transient and human movement effect in multimedia. Paper presented at AECT 2016 Convention, Las Vegas, NV, United States.
[3] Moon, J., & Ke, F (2016, July), Categorization of embodied user interface in immersive virtual environments. Doctoral consortium at the meeting of ICALT 2016, Austin, TX, United States.
[2] Moon, J., & Ryu, J. (2016, March). The effects of visual cueing with illustration on eye fixation time in multimedia learning with animated pedagogical agents. Roundtable presented at the meeting of SITE 2016, Savannah, GA, United States.
[1] Moon, J. (2016, March). Classification of cognitive domains and natural user interface in immersive virtual environment. Poster presented at the meeting of SITE 2016, Savannah, GA, United States.
Working Papers (20)
* indicates the work with mentoring students.
Review and Revision (n = 12)
Journal Manuscript (n = 12)
[12] Jeong Y., Lee, Y., Byun, G., & Moon, J. (Submitted). Exploring game design challenges and iterative refinement: A collective autoethnography from immersive learning practitioners’ voices. Simulation and Gaming (ESCI-indexed journal)
[11] Moon, J., Lee, U., Koh, J., Jung, Y., Byun, G., Lee, Y., & Lim, J. (Under revision, 1st). Generative AI in educational game design: Nuanced challenges, design implications, and future research. Technology, Knowledge, and Learning (ESCI-indexed journal).
[10] Moon, J., McNeill, L., Edmonds, C., Banihashem, K., & Noroozi, O. (Under review). Exploring business students' collaborative learning dynamics in a gamified asynchronous course. International Journal of Educational Technology in Higher Education (SSCI-indexed journal, IF = 8.6)
[9] Moon, J., Seo, J., & Awoyemi, I. (Under review). Navigating social complexity: The synergistic use of ChatGPT-4 and epistemic network analysis for social skills assessment in autistic children. Journal of Enabling Technologies (ESCI-indexed journal).
[8] Moon, J., Yeo, S., Banihashem, K., & Noroozi, O. (Under revision, major revision). Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education. Journal of Computer Assisted Learning (SSCI-indexed journal, IF = 5.0).
[7] Sun, C., & Moon, J. (Under review). 20 years of twice-exceptional students with ASD: The road so far and what is ahead. Journal for the Education of the Gifted (ESCI-indexed journal).
[6] Lee, U., Jung, Y., Koh, J., Lee, Y., Byun, G., Lee, H., Eun, S., Moon, J.,, Lim, C., & Kim, H. (Under review). I see you: Teacher analytics with GPT-4 vision-powered observational assessment. Journal of Educational Computing Research (SSCI-indexed journal, IF = 4.7).
[5] Ham, E., & Moon, J. (Under review). If A video is worth a Million, Is a metaverse worth a billion? Mixed effects of a metaverse-based learning activity on elementary students’ engagement, curiosity, and information retention. Computers and Education (SSCI-indexed journal, IF = 12.0)
[4] Raissa, M., Song, S., Khorshid, S., & Moon, J. (Under review). Enhancing workers’ competencies in heat stress prevention: An assessment-based training approach. Journal of Safety Research (SSCI-indexed journal).
[3] Park, Y., Moon, J., & Na, H. (Under review). Elementary STEM teachers' open educational resources and TPACK in a professional learning network. Online Learning Journal (ESCI-indexed journal)
[2] Moon, J., Ke, F., & Sokolikj, Z. (Under review). Game-based performance tasks for assessing representational flexibility of adolescents with autism in a virtual world. Technology, Knowledge, and Learning (ESCI-indexed journal).
[1] Moon, J., Lee. D., Choi, G.W., & Ha, C. (Under review). Predicting middle and high school students’ self-regulated learning patterns and academic performance via latent profile analysis and machine learning. Asian Pacific Education Review (SSCI-indexed journal).
In Preparation (n = 8)
Journal Manuscript (n = 8)
[8] Park, J., Bae, J., Lee, U. G., Ahn, T., Lee, S., Choi, A., Moon, J., Jeong, Y., Kim, H. (In preparation). How to align language model for teaching english? Developing large language model based-chatbot for English education. Computers in Human Behavior (SSCI-indexed journal, IF = 8.6).
[7] Bae, H., Hur, J., Park, J., Choi, G. W., & Moon, J. (In preparation). Pre-service teachers' perspectives on generative AI: Benefits, challenges, and integrating into teaching practices. Online Learning Journal (ESCI-indexed journal, IF = 2.1).
[6] Lim, J., Moon, J., Lee, U. G., Koh, J., Jeong, Y., Jeong, H., Lee, Y., and Byun, G. (In preparation). Design-based research of generative agent-based teacher simulation for pre-service teachers. Computers and Education (SSCI-indexed journal, IF = 12.0).
[5] * Hong, S., Eom, T., & Moon, J. (In preparation). A systematic literature review of teacher simulations using extended reality. Computers & Education (SSCI-indexed journal, IF = 12.0).
[4] Moon, J., Lee, U., Koh, J., Jung, Y., Jung, H., Lee, Y., Byun, G. (In preparation). Learning experience design of generative AI-enhanced educational simulation: Dual data mining case studies. Computers in Human Behavior (SSCI-indexed journal, IF = 8.6).
[3] Lee, G., Moon, J., & Kim, H. J. (In preparation). Transformation of digital textbook research: Topic modeling. Computers in Human Behavior (SSCI-indexed journal, IF = 8.6)
[2] Lee, Y., Moon, J., & Cho, M. (In preparation). A review of eye-tracking measure integration and implementation in virtual reality-based learning environments. Educational Review Research (SSCI-indexed journal, IF = 12.0)
[1] Lim, J., Moon, J., & Kim, C. (In preparation). A systematic literature review of scenario design in virtual reality-based learning environments. Educational Review Research (SSCI-indexed journal, IF = 12.0)
Journal Manuscript (n = 12)
[12] Jeong Y., Lee, Y., Byun, G., & Moon, J. (Submitted). Exploring game design challenges and iterative refinement: A collective autoethnography from immersive learning practitioners’ voices. Simulation and Gaming (ESCI-indexed journal)
[11] Moon, J., Lee, U., Koh, J., Jung, Y., Byun, G., Lee, Y., & Lim, J. (Under revision, 1st). Generative AI in educational game design: Nuanced challenges, design implications, and future research. Technology, Knowledge, and Learning (ESCI-indexed journal).
[10] Moon, J., McNeill, L., Edmonds, C., Banihashem, K., & Noroozi, O. (Under review). Exploring business students' collaborative learning dynamics in a gamified asynchronous course. International Journal of Educational Technology in Higher Education (SSCI-indexed journal, IF = 8.6)
[9] Moon, J., Seo, J., & Awoyemi, I. (Under review). Navigating social complexity: The synergistic use of ChatGPT-4 and epistemic network analysis for social skills assessment in autistic children. Journal of Enabling Technologies (ESCI-indexed journal).
[8] Moon, J., Yeo, S., Banihashem, K., & Noroozi, O. (Under revision, major revision). Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education. Journal of Computer Assisted Learning (SSCI-indexed journal, IF = 5.0).
[7] Sun, C., & Moon, J. (Under review). 20 years of twice-exceptional students with ASD: The road so far and what is ahead. Journal for the Education of the Gifted (ESCI-indexed journal).
[6] Lee, U., Jung, Y., Koh, J., Lee, Y., Byun, G., Lee, H., Eun, S., Moon, J.,, Lim, C., & Kim, H. (Under review). I see you: Teacher analytics with GPT-4 vision-powered observational assessment. Journal of Educational Computing Research (SSCI-indexed journal, IF = 4.7).
[5] Ham, E., & Moon, J. (Under review). If A video is worth a Million, Is a metaverse worth a billion? Mixed effects of a metaverse-based learning activity on elementary students’ engagement, curiosity, and information retention. Computers and Education (SSCI-indexed journal, IF = 12.0)
[4] Raissa, M., Song, S., Khorshid, S., & Moon, J. (Under review). Enhancing workers’ competencies in heat stress prevention: An assessment-based training approach. Journal of Safety Research (SSCI-indexed journal).
[3] Park, Y., Moon, J., & Na, H. (Under review). Elementary STEM teachers' open educational resources and TPACK in a professional learning network. Online Learning Journal (ESCI-indexed journal)
[2] Moon, J., Ke, F., & Sokolikj, Z. (Under review). Game-based performance tasks for assessing representational flexibility of adolescents with autism in a virtual world. Technology, Knowledge, and Learning (ESCI-indexed journal).
[1] Moon, J., Lee. D., Choi, G.W., & Ha, C. (Under review). Predicting middle and high school students’ self-regulated learning patterns and academic performance via latent profile analysis and machine learning. Asian Pacific Education Review (SSCI-indexed journal).
In Preparation (n = 8)
Journal Manuscript (n = 8)
[8] Park, J., Bae, J., Lee, U. G., Ahn, T., Lee, S., Choi, A., Moon, J., Jeong, Y., Kim, H. (In preparation). How to align language model for teaching english? Developing large language model based-chatbot for English education. Computers in Human Behavior (SSCI-indexed journal, IF = 8.6).
[7] Bae, H., Hur, J., Park, J., Choi, G. W., & Moon, J. (In preparation). Pre-service teachers' perspectives on generative AI: Benefits, challenges, and integrating into teaching practices. Online Learning Journal (ESCI-indexed journal, IF = 2.1).
[6] Lim, J., Moon, J., Lee, U. G., Koh, J., Jeong, Y., Jeong, H., Lee, Y., and Byun, G. (In preparation). Design-based research of generative agent-based teacher simulation for pre-service teachers. Computers and Education (SSCI-indexed journal, IF = 12.0).
[5] * Hong, S., Eom, T., & Moon, J. (In preparation). A systematic literature review of teacher simulations using extended reality. Computers & Education (SSCI-indexed journal, IF = 12.0).
[4] Moon, J., Lee, U., Koh, J., Jung, Y., Jung, H., Lee, Y., Byun, G. (In preparation). Learning experience design of generative AI-enhanced educational simulation: Dual data mining case studies. Computers in Human Behavior (SSCI-indexed journal, IF = 8.6).
[3] Lee, G., Moon, J., & Kim, H. J. (In preparation). Transformation of digital textbook research: Topic modeling. Computers in Human Behavior (SSCI-indexed journal, IF = 8.6)
[2] Lee, Y., Moon, J., & Cho, M. (In preparation). A review of eye-tracking measure integration and implementation in virtual reality-based learning environments. Educational Review Research (SSCI-indexed journal, IF = 12.0)
[1] Lim, J., Moon, J., & Kim, C. (In preparation). A systematic literature review of scenario design in virtual reality-based learning environments. Educational Review Research (SSCI-indexed journal, IF = 12.0)