Moon-Heum Cho
Biographic Data
| ID | 356674 |
|---|---|
| NAME | Moon-Heum Cho |
| GIVEN NAMES | Moon-Heum |
| FAMILY NAME | Cho |
| SIGNATURE | CHO M |
| AFFILIATIONS | Syracuse University |
| ORCID | 0000-0002-3993-3866 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 9 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
A Semester with Generative AI Tools
Generative artificial intelligence (GenAI) tools are becoming increasingly embedded in higher education. Despite growing interest in GenAI integration, empirical research examining students’ semester-long experiences with multiple GenAI tools remains limited. This qualitative study explored the experiences and perspectives of college students enrolled in a 15-week advanced media studies course on GenAI tools. Semi-structured interviews with five …
Undergraduate students’ attitudes and comparative perceptions of the flipped classroom in South Korea
This study examined Korean undergraduate students’ attitudes, defined as evaluative judgements towards the flipped classroom, and perceptions, defined as evaluations of flipped learning compared with traditional instruction, across disciplines (STEM vs. non-STEM), gender, and academic year. 241 students across 10 courses at a Korean university participated in an online survey. Two-way ANOVAs showed no significant differences in attitudes by disci…
The Effects of Playing an Action Video Game on Reducing Anxiety and Depression
This study aimed to examine the effects of playing an action video game, Boson X , on anxiety and depression compared to journaling. From South Korea, 42 undergraduate students were randomly assigned to gaming ( n = 21) and journaling ( n = 21) groups. The intervention continued for 6 weeks. Changes in anxiety and depression levels were checked at 3-week intervals for 9 weeks, including pre-, mid- (week 3), post- (week 6), and follow-up points (w…
Child–robot interaction
This research explored if a social robot would play a role in facilitating the development of friendship between young children while they engage in playful learning. Grounded in child–robot interaction and child development literature, we instantiated four sessions of triadic interaction activities among two children and a robot, where the robot mediated the children’s collaborative interactions. There were two types of robot-mediated activities…
Predicting students’ negative emotions in college remedial mathematics courses
Does gender matter in online courses? A view through the lens of the community of inquiry
The purpose of this study was to investigate whether gender differences exist in relationships between the three presences – teaching, cognitive and social – in the community of inquiry (CoI) model and online students’ learning experiences measured with perceived learning and course satisfaction. Participants were 657 undergraduates taking online courses at a university in South Korea. Results showed significant differences in sub-elements of cog…
Development of a Mental Health Application
Although numerous mental health applications (apps) are available to the public, the process behind their development is unclear. Many researchers doubt the validity of the mental health content in existing apps and have criticized the lack of evidence-based content regarding the targeted mental health issues, such as trauma, anxiety, and depression. The purpose of this study is to systematically describe the entire process of designing, developi…
Student characteristics and learning and teaching factors predicting affective and motivational outcomes in flipped college classrooms
The flipped classroom has become a popular pedagogical approach in higher education with its capability to promote students’ active engagement in higher-order tasks; nevertheless, studies have shown that the flipped classroom is not always successful. The purpose of this study was to investigate factors including student characteristics as well as learning and teaching factors that influence students’ affective and motivational outcomes in flippe…
Motivational and affective engagement in learning Spanish with a mobile application
Does documenting the regulation process on a blog enhance pre-service teachers’ self- and co-regulation in a collaborative project
Students often complain about unsatisfactory experiences resulting from disproportionate contributions to collaborative projects. To improve the experience, we applied regulation theory to design a process to document regulation on a blog and examined whether such documentation enhanced students’ self-regulation and co-regulation skills while working on a collaborative project. The results indicate that students improved both their self- and co-r…
Unpacking online learning experiences
Self-regulation in online learning
The purpose of this study was to examine the role of goal orientation and academic self-efficacy in student achievement mediated by effort regulation, metacognitive regulation, and interaction regulation in an online course. The results show that intrinsic goal orientation and academic self-efficacy predicted students’ metacognitive self-regulation; however, extrinsic goal orientation did not predict any type of regulation. Effort regulation and …
Training of self-regulated learning skills on a social network system
Motivational and affective engagement in learning Spanish with a mobile application
Student characteristics and learning and teaching factors predicting affective and motivational outcomes in flipped college classrooms
The flipped classroom has become a popular pedagogical approach in higher education with its capability to promote students’ active engagement in higher-order tasks; nevertheless, studies have shown that the flipped classroom is not always successful. The purpose of this study was to investigate factors including student characteristics as well as learning and teaching factors that influence students’ affective and motivational outcomes in flippe…
Unpacking online learning experiences
Self-regulation in online learning
The purpose of this study was to examine the role of goal orientation and academic self-efficacy in student achievement mediated by effort regulation, metacognitive regulation, and interaction regulation in an online course. The results show that intrinsic goal orientation and academic self-efficacy predicted students’ metacognitive self-regulation; however, extrinsic goal orientation did not predict any type of regulation. Effort regulation and …
Training of self-regulated learning skills on a social network system
Does documenting the regulation process on a blog enhance pre-service teachers’ self- and co-regulation in a collaborative project
Students often complain about unsatisfactory experiences resulting from disproportionate contributions to collaborative projects. To improve the experience, we applied regulation theory to design a process to document regulation on a blog and examined whether such documentation enhanced students’ self-regulation and co-regulation skills while working on a collaborative project. The results indicate that students improved both their self- and co-r…
Motivational and affective engagement in learning Spanish with a mobile application
Student characteristics and learning and teaching factors predicting affective and motivational outcomes in flipped college classrooms
The flipped classroom has become a popular pedagogical approach in higher education with its capability to promote students’ active engagement in higher-order tasks; nevertheless, studies have shown that the flipped classroom is not always successful. The purpose of this study was to investigate factors including student characteristics as well as learning and teaching factors that influence students’ affective and motivational outcomes in flippe…
Does gender matter in online courses? A view through the lens of the community of inquiry
The purpose of this study was to investigate whether gender differences exist in relationships between the three presences – teaching, cognitive and social – in the community of inquiry (CoI) model and online students’ learning experiences measured with perceived learning and course satisfaction. Participants were 657 undergraduates taking online courses at a university in South Korea. Results showed significant differences in sub-elements of cog…
Development of a Mental Health Application
Although numerous mental health applications (apps) are available to the public, the process behind their development is unclear. Many researchers doubt the validity of the mental health content in existing apps and have criticized the lack of evidence-based content regarding the targeted mental health issues, such as trauma, anxiety, and depression. The purpose of this study is to systematically describe the entire process of designing, developi…
Child–robot interaction
This research explored if a social robot would play a role in facilitating the development of friendship between young children while they engage in playful learning. Grounded in child–robot interaction and child development literature, we instantiated four sessions of triadic interaction activities among two children and a robot, where the robot mediated the children’s collaborative interactions. There were two types of robot-mediated activities…
Predicting students’ negative emotions in college remedial mathematics courses
The Effects of Playing an Action Video Game on Reducing Anxiety and Depression
This study aimed to examine the effects of playing an action video game, Boson X , on anxiety and depression compared to journaling. From South Korea, 42 undergraduate students were randomly assigned to gaming ( n = 21) and journaling ( n = 21) groups. The intervention continued for 6 weeks. Changes in anxiety and depression levels were checked at 3-week intervals for 9 weeks, including pre-, mid- (week 3), post- (week 6), and follow-up points (w…
A Semester with Generative AI Tools
Generative artificial intelligence (GenAI) tools are becoming increasingly embedded in higher education. Despite growing interest in GenAI integration, empirical research examining students’ semester-long experiences with multiple GenAI tools remains limited. This qualitative study explored the experiences and perspectives of college students enrolled in a 15-week advanced media studies course on GenAI tools. Semi-structured interviews with five …
Undergraduate students’ attitudes and comparative perceptions of the flipped classroom in South Korea
This study examined Korean undergraduate students’ attitudes, defined as evaluative judgements towards the flipped classroom, and perceptions, defined as evaluations of flipped learning compared with traditional instruction, across disciplines (STEM vs. non-STEM), gender, and academic year. 241 students across 10 courses at a Korean university participated in an online survey. Two-way ANOVAs showed no significant differences in attitudes by disci…
Psychology (10 works) · Computer Science (8 works) · Mathematics education (8 works) · Impact of Technology on Adolescents (5 works) · Online and Blended Learning (5 works) · Social Psychology (5 works) · Cognition (4 works) · Innovative Teaching and Learning Methods (4 works) · World Wide Web (4 works) · Academic achievement (3 works)