Skip to main content

and
  1. Article

    Open Access

    Using learning analytics to explore peer learning patterns in asynchronous gamified environments

    This study explored the dynamics of students' knowledge co-construction in an asynchronous gamified environment in higher education, focusing on peer discussions in college business courses. Utilizing epistemi...

    Jewoong Moon, Laura McNeill in International Journal of Educational Techn… (2024)

  2. No Access

    Article

    Few-shot is enough: exploring ChatGPT prompt engineering method for automatic question generation in english education

    Through design and development research (DDR), we aimed to create a validated automatic question generation (AQG) system using large language models (LLMs) like ChatGPT, enhanced by prompting engineering techn...

    Unggi Lee, Haewon Jung, Younghoon Jeon in Education and Information Technologies (2024)

  3. Article

    Open Access

    Utilizing Generative AI for Instructional Design: Exploring Strengths, Weaknesses, Opportunities, and Threats

    Recently, generative AI has been at the center of disruptive innovation in various settings, including educational sectors. This article investigates ChatGPT, which is one of the most prominent generative AI i...

    Gi Woong Choi, Soo Hyeon Kim, Daeyeoul Lee, Jewoong Moon in TechTrends (2024)

  4. Article

    Open Access

    Feedback sources in essay writing: peer-generated or AI-generated feedback?

    Peer feedback is introduced as an effective learning strategy, especially in large-size classes where teachers face high workloads. However, for complex tasks such as writing an argumentative essay, without su...

    Seyyed Kazem Banihashem in International Journal of Educational Techn… (2024)

  5. No Access

    Article

    Modeling undergraduate students’ learning dynamics between self-regulated learning patterns and community of inquiry

    In online STEM courses, self-regulated learning (SRL) serves a critical role in academic success because students are required to monitor and regulate their learning processes. Yet, relatively little research ...

    Chungsoo Na, Daeyeoul Lee, Jewoong Moon in Education and Information Technologies (2024)

  6. No Access

    Article

    Effects of Artificial Intelligence-Powered Virtual Agents on Learning Outcomes in Computer-Based Simulations: A Meta-Analysis

    Computer-based simulations for learning offer affordances for advanced capabilities and expansive possibilities for knowledge construction and skills application. Virtual agents, when powered by artificial int...

    Chih-Pu Dai, Fengfeng Ke, Yanjun Pan, Jewoong Moon in Educational Psychology Review (2024)

  7. No Access

    Article

    Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals

    Virtual reality (VR) offers promising opportunities for supporting autistic learners in develo** social and cognitive skills. However, designing VR-based learning environments optimized for these learners re...

    Jewoong Moon, Gi Woong Choi, Joo Young Seo in Virtual Reality (2023)

  8. No Access

    Article

    Learning Experience Design and Unpacking Sociocultural, Technological, and Pedagogical Design Considerations of Spherical Video-Based Virtual Reality Systems for Autistic Learners: A Systematic Literature Review

    This systematic literature review discusses the use of spherical video-based virtual reality (SVVR) as a training and therapy intervention for autistic individuals. The authors emphasize the need for an eviden...

    Noah Glaser, Charles Thull, Matthew Schmidt in Journal of Autism and Developmental Disord… (2023)

  9. No Access

    Article

    Effects of Adaptive Prompts in Virtual Reality-Based Social Skills Training for Children with Autism

    The purpose of this single-case experimental design (SCED) study is to investigate how adaptive prompts in virtual reality (VR)-based social skills training affect the social skills performance of autistic chi...

    Jewoong Moon, Fengfeng Ke in Journal of Autism and Developmental Disorders (2023)

  10. No Access

    Article

    Exploring pre-service teachers’ technology-integration belief and scientific inquiry in a teacher-development course

    We implemented design practices for a total of 85 pre-service teachers in a teacher-development course. This mixed-method study explored how design practices promoted pre-service teachers’ technology-integrati...

    Jewoong Moon, Sungwoong Lee, **nhao Xu in International Journal of Technology and De… (2022)

  11. No Access

    Article

    A Sco** Review of Three Computational Approaches to Ethnographic Research in Digital Learning Environments

    The purpose of this paper is to explore three computational approaches to ethnographic research within digital learning environments: virtual ethnography; quantitative ethnography; and computational ethnograph...

    JooYoung Seo, Jewoong Moon, Gi Woong Choi, Jaewoo Do in TechTrends (2022)

  12. No Access

    Article

    The effects of social and cognitive cues on learning comprehension, eye-gaze pattern, and cognitive load in video instruction

    Students experience challenges when understanding visual information in multimedia learning. Specifically, immersive multimedia environments, such as virtual reality increase the likelihood that students under...

    Jewoong Moon, Jeeheon Ryu in Journal of Computing in Higher Education (2021)

  13. No Access

    Chapter and Conference Paper

    Methodological Considerations for Understanding Students’ Problem Solving Processes and Affective Trajectories During Game-Based Learning: A Data Fusion Approach

    This paper describes methodological considerations for fusing data sources in understanding both affective and problem solving states of students as they engage in computational thinking (CT) game-based learni...

    Maya Israel, Tongxi Liu, Jewoong Moon in HCI in Games: Serious and Immersive Games (2021)

  14. No Access

    Chapter

    Designing Dynamic Learning Supports for Game and Simulation-Based Learning in STEM Education

    It is critical to design game and simulation-based learning supports that create deeper learning experiences without compromising flow during gameplay. To be specific, the features of support should cater to t...

    Byung-Joo Kim, Fengfeng Ke, Jewoong Moon in Game-based Learning Across the Disciplines (2021)

  15. No Access

    Article

    Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review

    In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficu...

    Zhichun Liu, Jewoong Moon, Byungjoo Kim in Educational Technology Research and Develo… (2020)

  16. Article

    Open Access

    A conceptual framework for teaching computational thinking in personalized OERs

    Interests towards teaching programming skills have risen recently in the realm of computing education. Learning how to program not only enables learners to develop computing applications, but it can also enhan...

    Jewoong Moon, Jaewoo Do, Daeyeoul Lee, Gi Woong Choi in Smart Learning Environments (2020)

  17. No Access

    Chapter

    Open Educational Resources in Korea

    Recently, there have been growing interests toward Open Educational Resources (OERs) in the field of education. OER can be defined as any set of educational materials that are distributed in an open format whi...

    Gi Woong Choi, Jewoong Moon, Jaewoo Do in Current State of Open Educational Resource… (2020)

  18. No Access

    Chapter

    Rich Representations for Analyzing Learning Trajectories: Systematic Review on Sequential Data Analytics in Game-Based Learning Research

    This chapter focuses on sequential data analytics (SDA), which is one of the prominent behavior analysis frameworks in game-based learning (GBL) research. Although researchers have used a variety of SDA approa...

    Jewoong Moon, Zhichun Liu in Data Analytics Approaches in Educational G… (2019)

  19. No Access

    Chapter

    Educational Games and Gamification: From Foundations to Applications of Data Analytics

    A large number of educational games and gamification systems have been developed over three decades. Research has shown game-based learning (GBL) to be effective in enhancing motivation and improving learner ...

    **a Kang, Jewoong Moon, Morgan Diederich in Data Analytics Approaches in Educational G… (2019)