Publication and Presentation

Selected Journal Articles (n = 47)

Note 1. “IF” is Impact Factor in 2023 and IF5 indicates 5 Year Impact Factor.
Note 2. * indicates the work with students co-authored.
Note 3. ‡ indicates the corresponding authorship.

International and Peer-reviewed (n = 44)
​[44] Aldemir, T., Moon, J.,Bicer, A., Byun, G., Carlos Manrique, P., & Vivek, S. (Accepted, 2025). Unpacking challenges and opportunities in extended reality (XR)-enhanced maker education for non-CS preservice teachers: Insights from a case of 3D game design. Computers and Education: X Reality (CEXR).

[43]  ‡ Lim, J., Lee, U., Koh, J., Jung, Y., Jung, H., Lee, Y., Byun, G., Jang, Y., Lee, S., & Moon, J.  (2025). Development and implementation of a generative artificial intelligence-enhanced simulation to enhance problem-solving skills for pre-service teachers. Computers & Education https://doi.org/10.1016/j.compedu.2025.105306 [SSCI- and SCIE-indexed; IF = 8.9, IF5 = 11.6] 

[42] Park, Y., Moon, J., & Na, H. (2025). Elementary STEM teachers’ open educational resources and TPACK in a professional learning network: A case study. Online Learning Journal29(1), 192-215. https://doi.org/10.24059/olj.v29i1.4102 [ESCI-indexed; IF = 2.8, IF5 = 4.4] 

​​​[41] Marchiori, R., Song, S., & Moon, J. (2025). Developing heat stress training programs: A training-driven assessment approach to enhance safety in the construction industry. Journal of Safety Research. 92, 262-271 https://doi.org/10.1016/j.jsr.2024.11.027  [SSCI-indexed; IF = 3.9, IF5 = 4.2] 

[40]  ‡ Moon, J., Ke, F., & Sokolikj, Z. (2024). Game-based performance tasks for assessing representational flexibility of autistic adolescents in a virtual world. Technology, Knowledge, and Learning https://doi.org/10.1007/s10758-024-09806-6  [ESCI-indexed, IF = 3.0, IF5 = 3.5]

[39] Lee, U., Jung, Y., Koh, J., Lee, Y., Byun, G., Lee, H., Eun, S., Moon, J., Lim, C., & Kim, H. (2024). I see you: Teacher analytics with GPT-4 vision-powered observational assessment. Smart Learning Environments  https://doi.org/10.1186/s40561-024-00335-4  [ESCI-indexed; IF = 6.7] 

[38] Bae, H., Hur, J., Park, J., Choi, G. W., & Moon, J. (2024). Pre-service teachers’ dual perspectives on generative AI: Benefits, challenges, and integrating into teaching and learning​. Online Learning https://doi.org/10.24059/olj.v28i3.4543  [ESCI-indexed; IF = 2.8, IF5 = 4.4]

[37]  ‡ Moon, J., Lee, U., Koh, J., Jeong, Y., Byun, G., Lee, Y., & Lim, J. (2024). Generative artificial intelligence in educational game design: Nuanced challenges, design implications, and future research. Technology, Knowledge, and Learning  https://doi.org/10.1007/s10758-024-09756-z  [ESCI-indexed, IF = 3.0, IF5 = 3.5]

[36]  ‡ Moon, J., McNeill, L., Edmonds, C., Banihashem, K., & Noroozi, O. (2024). Using learning analytics to explore peer learning patterns in asynchronous gamified environments​. International Journal of Educational Technology in Higher Education  https://doi.org/10.1186/s41239-024-00476-z  [SSCI-indexed, IF = 8.6, IF5 = 9.9]

[35]  ‡ Moon, J., Yeo, S., Banihashem, K., & Noroozi, O. (2024). Using multimodal learning analytics as a formative assessment tool: Exploring collaborative dynamics in mathematics teacher education. Journal of Computer Assisted Learning  https://doi.org/10.1111/jcal.13028  [SSCI-indexed, IF = 5.1, IF5 = 5.4]

​​​​​​​​​​[34] Yeo, S., Moon, J., & Kim, D. J. (2024). Transforming mathematics education with AI: Innovations, implementations, and insights. The Mathematical Education  https://doi.org/10.7468/mathedu.2024.63.2.387 [KCI-indexed, IF5 =1.28]

[33]  ‡ * Awoyemi, I. D., Mercado, F., & Moon, J. (2024). A narrative review of immersive virtual reality to enhance high school students’ mathematics competence. The Mathematical Education  https://doi.org/10.7468/mathedu.2024.63.2.1  [KCI-indexed, IF5 = 1.28]

[32] Choi, G. W., Lim, J., Kim, S., Moon, J., & Jung, Y. (2024). A case study of South Korean elementary school teachers’ emergence remote teaching. Knowledge Management & e-learningInternational Journal16(2). 259-285. https://doi.org/10.34105/j.kmel.2024.16.013  [ESCI-indexed, IF = 2.5, IF5 = 2.5]

[31] McNeill, L., Moon, J., Edmonds, C. (2024). Student engagement in a gamified online learning environment:  A data mining approach. Journal of Applied Instructional Design https://doi.org/10.59668/1269.15624

[30] Choi, G. W., Lee, D., Kim, S. H, & Moon, J. (2024). Utilizing generative artificial intelligence for instructional design: Exploring strengths, weakness, opportunities, and threats. TechTrends  https://doi.org/10.1007/s11528-024-00967-w  [ESCI-indexed, IF = 2.2, IF5 = 2.8]

[29]  ‡ * 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 = 0.7, IF5 = 0.9]

[28]  ‡ 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, 4, 100063. https://doi.org/10.1016/j.cexr.2024.100063  

[27] Banihashem, K., Kerman, N. T., Noroozi, O., Moon, J., & Drachsler, H. (2024). Peer-generated or AI-generated feedback? An empirical study in the context of essay writing. International Journal of Educational Technology in Higher Education, 21, 23.  https://doi.org/10.1186/s41239-024-00455-4  [SSCI-indexed, IF = 8.6, IF5 = 9.9]

[26] * 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]

[25] 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, 36, 31. https://doi.org/10.1007/s10648-024-09855-4   [SSCI-indexed, IF = 10.1, IF5 = 12.5]

[24]  ‡ Moon, J. (2024). Learning experience design of a verbal prompt in virtual reality-based training for children with autism. Research in Learning Technology, 32. https://dx.doi.org/10.25304/rlt.v32.3129  [ESCI-indexed, IF = 1.9, IF5 = 2.6]

[23] 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 = 3.2, IF5 = 4.2] ​

[22] * Lee, U., Jung, H., Jeon, Y., Soh, 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 = 4.8, IF5 = 4.8]

​[21]  ‡ Moon, J., Choi, G. W., & Seo, J. (2023). Revisiting multimedia learning design principles in virtual reality-based learning environments for autistic individuals. Virtual Reality, 27, 3101-3113. https://doi.org/10.1007/s10055-023-00856-2  [SCIE-indexed, IF = 4.4, IF5 =  5.4] 

[20]   ‡ 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 Disordershttps://doi.org/10.1007/s10803-023-06021-7  [SSCI-indexed, IF = 3.2, IF5 = 4.2]

[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, 26(2), 181-197. https://doi.org/10.30191/ETS.202304_26(2).0013  [SSCI-indexed, IF = 4.6, IF5 = 4.7]

[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 = 3.7, IF5 = 4.5]

[17] Ke, F., Moon, J., & Sokolikj, Z. (2022). Designing and deploying a virtual social sandbox for children with autism. Disability and Rehabilitation: Assistive Technology, 19(4), 1178-1209https://doi.org/10.1080/17483107.2022.2156630  [SSCI-indexed, IF = 1.9, IF5 = 2.4]

[16] * Yu, J., Ma, W., Moon, J., & Denham, A. (2022). Developing a stealth assessment system using a continuous conjunctive model. Journal of Learning Analytics, 9(3), 11-31. https://doi.org/10.18608/jla.2022.7639  [ESCI-indexed, IF = 2.9, IF5 = 3.7]

[15]  ‡ Moon, J., Ke, F., Sokolikj, Z., & Dahlstrom-Hakki, I. (2022). Multimodal data fusion to track students’ distress during educational gameplay. Journal of Learning Analytics, 9(3), 75-87. https://doi.org/10.18608/jla.2022.7631  [ESCI-indexed, IF = 2.9, IF5 = 3.7]

​[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 = 2.2, IF5 =  2.8]

[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 = 1.2, IF5 =  2.0]

[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 Education32, 1777–1798. https://doi.org/10.1007/s10798-021-09672-8   [SCIE- and SSCI-indexed, IF = 2.0, IF5 =  2.3]

[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 = 2.5, IF5 = 3.4]

[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 Intelligence7(2). http://dx.doi.org/10.9781/ijimai.2021.03.003  [SCIE-indexed, IF = 3.4, IF5 =  2.8]

[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 Technology51(5), 1766-1784. https://dx.doi.org/10.1111/bjet.13005 [SSCI-indexed, IF = 6.6, IF5 =  7.2]

[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 Development68, 1931-1959. https://doi.org/10.1007/s11423-020-09791-4 [SSCI-indexed, IF = 3.3, IF5 = 4.8]

[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 Education33, 39–63. https://doi.org/10.1007/s12528-020-09255-x [SSCI-indexed, IF = 4.5, IF5 = 5.2]

[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 & Gaming51(3), 310-335. https://doi.org/10.1177/1046878120907940  [ESCI-indexed, IF = 1.5, IF5 = 2.4]

[5] Moon, J., Do, J., Lee, D., & Choi, G. (2020). A conceptual framework for teaching computational thinking in personalized OERs. Smart Learning Environments7(6). https://doi.org/10.1186/s40561-019-0108-z  [ESCI-indexed, IF = 6.7]

[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 = 4.0, IF5 =  5.0]

[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 = 3.7, IF5 = 4.5]

[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, IF5 =  7.2]

[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 = 2.4]
 

Korean and Peer-reviewed (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 Inquiry6(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)
​​


Editorial Book (n =1)

[1] Moon, J., G.W., Choi, Bae, H., Byun, J. (2023). Instructional Technology and Learning Sciences: Korean Open Access Guide. Korean Edutech/LearningSciences Researcher Network (KELS)https://edtechbooks.org/edutechlearningscienceskorean​ 


Recent 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.​


Invited Presentations (n = 9)

[8] Moon, J. (June 2023). Gamified learning experience design and digital literacy education, Invited Guest Lecture, Korea University – Seoul Campus, Seoul, South Korea.

[7] Moon, J. (June 2023). Gamified learning experience design, Invited Guest Lecture, STELA (Korean Learning Analytics Research and Practice Community), Seoul, South Korea.

[6] Moon, J. (May 2023). Gamified learning experience design, Invited Guest Lecture, Korea University – Seoul Campus, Seoul, South Korea.

[5] Moon, J. (January 2023). Gamified learning experience design. Faculty Training Lecture, Hankuk University of Foreign Studies – Seoul Campus, Seoul, South Korea.

[4] Moon, J. (January 2023). Trends and issues of immersive learning environment design. Daegu National University of Education, Daegu, South Korea

[3] Moon, J. (October 2022). Virtual reality-based social and cognitive skills training for learners with autism. Assistive Technology and Universal Design for Learning, Special Lecture, Korea University, Seoul, South Korea.

[2] Moon, J. (October 2022). Virtual reality-based social and cognitive skills training for learners with autism. Birmingham Autism Conference.

[1] Moon, J. (December 2021). Virtual reality-based social and cognitive skills training for learners with autism. Regular seminar, Center for Innovative Research in Autism (CIRA).


Working Papers (n = 21)

Note: * indicates the work with students co-authored.
Submitted or Under Review (n = 12)

Journal Manuscript (n = 6)
[6] Moon, J., Jung, Y., Bae, H., Lee, U., & Kim, K. (Under review). Leveraging socio-material interactions: AI chatbots in asynchronous online learning. Innovation in Teaching and Learning International (SSCU-indexed journal).

[5] Marchiori, R., Song, S., Moon, J., Awoyemi, I., Ghooreian, A., & Ramenzapour. E., (Under review). A systematic review of technology-enhanced learning approaches to foster construction engineering and management competencies. Computer Applications in Engineering Education (SCIE-indexed journal).

[4] Lim, J., Moon, J., Kim, C., & Kang, M. (Under review). Crafting digital narratives: A systematic review of scenario-based learning design in virtual reality. Review of Educational Research (SSCI-indexed journal).

[3] Park, J., Bae, J., Lee, U., Ahn, T., Lee, S., Kim, D., Choi, A., Moon, J., Jeong, Y., & Kim, H. (Under review). How to align language model for teaching English? Developing large language model-based chatbot for English education in EFL, findings and limitations. International Journal of Human-Computer Interaction (SSCI-indexed journal).

[2] 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).

​[1] 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. Journal of Computer Assisted Learning (SSCI-indexed journal, IF = 5.0)

Book Chapter (n = 2)
[2] * Abu, S., Ghooreian, A., Ogunniran, M., Awoyemi, I., Moon, J. (Under review). Game-based Learning for Social Changes. In Trifonas, P. (Eds.), International Handbook of Theory and Research in Digital Media and Education. Springer.

[1] * Hong, S., Moon, J., Eom, T., Hwang, J., Lim, J., & Park, S. (Under review). Immersive and Engaging Design for Teacher Simulation: Theoretical Foundations and Innovative Approaches. In Trifonas, P. (Eds.), International Handbook of Theory and Research in Digital Media and Education. Springer.

Conference Proceeding/Presentation (n = 4)
[4] Jung, Y., Zhu, X., Oshima, J., Oshima, R., Chen, B., Moon, J., McNeill, L., Edmonds, C., Banihashem, K., Dey, In., Puntambekar, S., & Jackson, T. (Submitted). Towards actionable collaborative discourse analysis: Bridging advanced computational analysis with practical implementation. ISLS2025 Symposium

[3] Choi, G. W., Bae, H., Hur, J., Park, J., & Moon, J. (Submitted). To adopt, or not to adopt, that is the question: Focusing on pre-service teachers’ reflection on generative AI usage. ISLS2025 Poster Presentation.

[2] Hong, S., Eom, T., Hwang, J., Lim, J., Lim, C., & Moon, J. (Accepted). Integrating a Generative AI-Enhanced Virtual Reality Simulation into Teacher Education: A Preliminary Design Study. AERA 2025 Poster Session.

[1] Kim, C.,, Lim, J., Kang, M., & Moon, J. (Accepted). A Systematic Review on Design Features of Scenario-based Learning in Virtual Reality. AERA 2025 Poster Session.


In Preparation (n = 9)

Journal Manuscript (n = 8)
[8] Aldemir, T., & Moon, J. (In preparation). Unpacking challenges and opportunities in extended reality (XR)-enhanced maker education for non-CS preservice teachers: Insights from a case of 3D game design. Computers and Education: X Reality (CEXR).

[7] * Lee, G., Moon, J., & Kim, H. J. (In preparation). Transformation of digital textbook research: Topic modeling. Educational Technology & Society(SSCI-indexed journal).

[6] * Jeong, Y., Lee, Y., Byun, G., & Moon, J. (In preparation). Exploring game design challenges and iterative refinement: A collective autoethnography from immersive learning practitioners’ voices. Simulation & Gaming (ESCI-indexed journal).

[5] Moon, J., Lee. D., Choi, G.W., & Ha, C. (In preparation). Predicting middle and high school students’ self-regulated learning patterns and academic performance via latent profile analysis and machine learning.

[4] Moon, J., Seo, J., & Awoyemi, I. (In preparation). Navigating social complexity: The synergistic use of ChatGPT-4 and epistemic network analysis for social skills assessment in autistic children.

[3] * Hong, S., Eom, T., & Moon, J. (In preparation). A systematic literature review of teacher simulations using extended reality. Educational Review Research (SSCI-indexed journal).

​[2] * Kim, S., Kim, H., & Moon, J. (In preparation). A systematic literature review of digital textbook and its transformation in mathematics education: Activity theory perspective. 

[1] 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).

Book Chapter (n = 1)
[1] Na, H., Moon, J., Lee, Y., & Choi. G. W. (In preparation). AI-enhanced educational game design: From the content generation to testing. Engineering Educational Games for a Sustainable Society: Play, Learn, and Transform, Springer.