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Jewoong Moon

Dados Biográficos

ID6511600
NOMEJewoong Moon
PRENOMESJewoong
SOBRENOMEMoon
ASSINATURAMOON J
AFILIAÇÕESUniversity of Alabama
ORCID0000-0001-6311-3019
VERIFICADOSim
TOTAL DE OBRAS16
TOTAL DE CITAÇÕES2
TOTAL COMO AUTOR16
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2020
ANO MAIS RECENTE DE PUBLICAÇÃO2026
ÍNDICE H1
  • A cultural-historical activity theory-anchored learning analytics pipeline for Early detection and social-epistemic integration in AI literacy education

    Open Access•Jewoong Moon•ARTICLE•Interactive Learning Environments•2026

  • Validity of Eye-Tracking Measures in Immersive Virtual Reality

    Open Access•Joy Yeonjoo Lee, Jewoong Moon et al.•ARTICLE•Educational Psychology Review•2026

    Eye tracking is a promising research tool for investigating learning processes in immersive virtual reality (IVR). Grounded in cognitive theories of learning, this study proposes a classification of six key learning processes (i.e., cognitive, motivational, affective, social, metacognitive, media-specific) and nine associated constructs (i.e., attention, visual strategy, cognitive load, motivation, emotion, social attention, self-regulation, imme…

  • Artificial intelligence for engaging neurodiverse learners in K-12 education

    Mohammad Mohi Uddin, Feiya Luo et al.•ARTICLE•Interactive Learning Environments•2026

    While artificial intelligence (AI) has been widely explored in educational research, limited studies have specifically examined its intentional use to support K-12 neurodiverse learners. Existing literature often conflates clinical diagnosis, assistive technology, and instructional design, obscuring AI’s distinct pedagogical contributions. This qualitative systematic review addresses this gap by exploring how AI tools are used to engage and suppo…

  • How Teacher-Practitioners Shape Generative AI Implementation in Educational Simulation Design

    Open Access•Yeil Jeong, Yunseo Lee et al.•ARTICLE•Simulation & Gaming•2026

    Background This study explores teacher-practitioners’ roles, strategies, and challenges in developing a Generative AI (GenAI)-enhanced educational simulation. Using collective autoethnography, this study focuses on iterative refinement processes that remain underexamined in research on educational uses of GenAI. Methods Grounded in Cultural-Historical Activity Theory, we analyzed the experiences of three South Korean teacher-practitioners who co-…

  • Generative AI-Enhanced Virtual Reality Simulation for Pre-Service Teacher Education

    Open Access•Sumin Hong, Jewoong Moon et al.•ARTICLE•Education Sciences•2025

    Teacher education faces persistent challenges, including limited access to authentic field experiences and a disconnect between theoretical instruction and classroom practice. While virtual reality (VR) simulations offer an alternative, most are constrained by inflexible design and lack scalability, failing to mirror the complexity of real teaching environments. This study introduces TeacherGen@i, a generative AI (GenAI)-enhanced VR simulation de…

  • Development and implementation of a generative artificial intelligence-enhanced simulation to enhance problem-solving skills for pre-service teachers

    Open Access•Jieun Lim, Unggi Lee et al.•ARTICLE•Computers & Education•2025

  • Exploring emergent AI-TPACK competencies in a two-week AI literacy module for preservice teachers

    Open Access•Tugce Aldemir, Ali Biçer et al.•ARTICLE•Teaching and Teacher Education•2025•Referências: 6

    This exploratory case study examined a two-week, ethics-integrated AI literacy module for preservice teachers ( n = 29) in a required technology-integration course. Five standards-aligned activities were mapped to AI-TPACK (AI-TK, AI-TPK, AI-TCK, AI-CK, ethics) and AI-literacy dimensions (know, use, evaluate, ethical awareness, create). Analysis of reflections, tool-audit rubrics, lesson plans, and surveys revealed five patterns: (1) rapid gains …

  • Feedback sources in essay writing

    Open Access•Seyyed Kazem Banihashem, Nafiseh Taghizadeh Kerman et al.•ARTICLE•International Journal of…•2024

    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 support peers may not provide high-quality feedback since it requires a high level of cognitive processing, critical thinking skills, and a deep understanding of the subject. With the promising developments in Artificial Intelligence (AI), par…

  • Using multimodal learning analytics as a formative assessment tool

    Open Access•Jewoong Moon, Sheunghyun Yeo et al.•ARTICLE•Journal of Computer Assisted…•2024

  • Utilizing Generative AI for Instructional Design

    Open Access•Gi Woong Choi, Soo Hyeon Kim et al.•ARTICLE•TechTrends•2024•Citada por: 2•Referências: 2

    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 in the market, to explore its usefulness and potential for instructional design. Four researchers used a set of prompts to generate a course map for an online course that is aimed to teach the topic of makerspace and conducted SWOT analysis t…

  • Learning analytics in seamless learning environments

    Jewoong Moon, Daeyeoul Lee et al.•ARTICLE•Interactive Learning Environments•2023

  • A Scoping Review of Three Computational Approaches to Ethnographic Research in Digital Learning Environments

    Open Access•JooYoung Seo, Jewoong Moon et al.•ARTICLE•TechTrends•2022

  • A Scoping Review on Open Educational Resources to Support Interactions of Learners with Disabilities

    Open Access•Jewoong Moon, Yujin Park•ARTICLE•The International Review of…•2021

    This scoping review explored the trends in open educational resources (OER) that support the interactions of learners with disabilities and the challenges of supporting these interactions in such environments. Emerging OER and open educational practices allow learners to interact with digital learning resources in self-regulated learning. Since OER assume learners’ self-regulation, research has explored how to promote learner interactions to faci…

  • Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning

    Open Access•Jewoong Moon, Fan Ke•ARTICLE•Simulation & Gaming•2020

    Background. Middle school students’ math anxiety and low engagement have been major issues in math education. In order to reduce their anxiety and support their math learning, game-based learning (GBL) has been implemented. GBL research has underscored the role of social dynamics to facilitate a qualitative understanding of students’ knowledge. Whereas students’ peer interactions have been deemed a social dynamic, the relationships among peer int…

  • Integrating adaptivity in educational games

    Open Access•Zhichun Liu, Jewoong Moon et al.•ARTICLE•Educational Technology Research…•2020

  • Automatic assessment of cognitive and emotional states in virtual reality‐based flexibility training for four adolescents with autism

    Open Access•Jewoong Moon, Fan Ke et al.•ARTICLE•British Journal of Educational…•2020

    Tracking students’ learning states to provide tailored learner support is a critical element of an adaptive learning system. This study explores how an automatic assessment is capable of tracking learners’ cognitive and emotional states during virtual reality (VR)‐based representational‐flexibility training. This VR‐based training program aims to promote the flexibility of adolescents with autism spectrum disorder (ASD) in interpreting, selecting…

  • Utilizing Generative AI for Instructional Design

    Open Access•Gi Woong Choi, Soo Hyeon Kim et al.•ARTICLE•TechTrends•2024•Citada por: 2•Referências: 2

    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 in the market, to explore its usefulness and potential for instructional design. Four researchers used a set of prompts to generate a course map for an online course that is aimed to teach the topic of makerspace and conducted SWOT analysis t…

  • Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning

    Open Access•Jewoong Moon, Fan Ke•ARTICLE•Simulation & Gaming•2020

    Background. Middle school students’ math anxiety and low engagement have been major issues in math education. In order to reduce their anxiety and support their math learning, game-based learning (GBL) has been implemented. GBL research has underscored the role of social dynamics to facilitate a qualitative understanding of students’ knowledge. Whereas students’ peer interactions have been deemed a social dynamic, the relationships among peer int…

  • Integrating adaptivity in educational games

    Open Access•Zhichun Liu, Jewoong Moon et al.•ARTICLE•Educational Technology Research…•2020

  • Automatic assessment of cognitive and emotional states in virtual reality‐based flexibility training for four adolescents with autism

    Open Access•Jewoong Moon, Fan Ke et al.•ARTICLE•British Journal of Educational…•2020

    Tracking students’ learning states to provide tailored learner support is a critical element of an adaptive learning system. This study explores how an automatic assessment is capable of tracking learners’ cognitive and emotional states during virtual reality (VR)‐based representational‐flexibility training. This VR‐based training program aims to promote the flexibility of adolescents with autism spectrum disorder (ASD) in interpreting, selecting…

  • A Scoping Review on Open Educational Resources to Support Interactions of Learners with Disabilities

    Open Access•Jewoong Moon, Yujin Park•ARTICLE•The International Review of…•2021

    This scoping review explored the trends in open educational resources (OER) that support the interactions of learners with disabilities and the challenges of supporting these interactions in such environments. Emerging OER and open educational practices allow learners to interact with digital learning resources in self-regulated learning. Since OER assume learners’ self-regulation, research has explored how to promote learner interactions to faci…

  • A Scoping Review of Three Computational Approaches to Ethnographic Research in Digital Learning Environments

    Open Access•JooYoung Seo, Jewoong Moon et al.•ARTICLE•TechTrends•2022

  • Learning analytics in seamless learning environments

    Jewoong Moon, Daeyeoul Lee et al.•ARTICLE•Interactive Learning Environments•2023

  • Feedback sources in essay writing

    Open Access•Seyyed Kazem Banihashem, Nafiseh Taghizadeh Kerman et al.•ARTICLE•International Journal of…•2024

    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 support peers may not provide high-quality feedback since it requires a high level of cognitive processing, critical thinking skills, and a deep understanding of the subject. With the promising developments in Artificial Intelligence (AI), par…

  • Using multimodal learning analytics as a formative assessment tool

    Open Access•Jewoong Moon, Sheunghyun Yeo et al.•ARTICLE•Journal of Computer Assisted…•2024

  • Utilizing Generative AI for Instructional Design

    Open Access•Gi Woong Choi, Soo Hyeon Kim et al.•ARTICLE•TechTrends•2024•Citada por: 2•Referências: 2

    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 in the market, to explore its usefulness and potential for instructional design. Four researchers used a set of prompts to generate a course map for an online course that is aimed to teach the topic of makerspace and conducted SWOT analysis t…

  • Generative AI-Enhanced Virtual Reality Simulation for Pre-Service Teacher Education

    Open Access•Sumin Hong, Jewoong Moon et al.•ARTICLE•Education Sciences•2025

    Teacher education faces persistent challenges, including limited access to authentic field experiences and a disconnect between theoretical instruction and classroom practice. While virtual reality (VR) simulations offer an alternative, most are constrained by inflexible design and lack scalability, failing to mirror the complexity of real teaching environments. This study introduces TeacherGen@i, a generative AI (GenAI)-enhanced VR simulation de…

  • Development and implementation of a generative artificial intelligence-enhanced simulation to enhance problem-solving skills for pre-service teachers

    Open Access•Jieun Lim, Unggi Lee et al.•ARTICLE•Computers & Education•2025

  • Exploring emergent AI-TPACK competencies in a two-week AI literacy module for preservice teachers

    Open Access•Tugce Aldemir, Ali Biçer et al.•ARTICLE•Teaching and Teacher Education•2025•Referências: 6

    This exploratory case study examined a two-week, ethics-integrated AI literacy module for preservice teachers ( n = 29) in a required technology-integration course. Five standards-aligned activities were mapped to AI-TPACK (AI-TK, AI-TPK, AI-TCK, AI-CK, ethics) and AI-literacy dimensions (know, use, evaluate, ethical awareness, create). Analysis of reflections, tool-audit rubrics, lesson plans, and surveys revealed five patterns: (1) rapid gains …

  • A cultural-historical activity theory-anchored learning analytics pipeline for Early detection and social-epistemic integration in AI literacy education

    Open Access•Jewoong Moon•ARTICLE•Interactive Learning Environments•2026

  • Validity of Eye-Tracking Measures in Immersive Virtual Reality

    Open Access•Joy Yeonjoo Lee, Jewoong Moon et al.•ARTICLE•Educational Psychology Review•2026

    Eye tracking is a promising research tool for investigating learning processes in immersive virtual reality (IVR). Grounded in cognitive theories of learning, this study proposes a classification of six key learning processes (i.e., cognitive, motivational, affective, social, metacognitive, media-specific) and nine associated constructs (i.e., attention, visual strategy, cognitive load, motivation, emotion, social attention, self-regulation, imme…

  • Artificial intelligence for engaging neurodiverse learners in K-12 education

    Mohammad Mohi Uddin, Feiya Luo et al.•ARTICLE•Interactive Learning Environments•2026

    While artificial intelligence (AI) has been widely explored in educational research, limited studies have specifically examined its intentional use to support K-12 neurodiverse learners. Existing literature often conflates clinical diagnosis, assistive technology, and instructional design, obscuring AI’s distinct pedagogical contributions. This qualitative systematic review addresses this gap by exploring how AI tools are used to engage and suppo…

  • How Teacher-Practitioners Shape Generative AI Implementation in Educational Simulation Design

    Open Access•Yeil Jeong, Yunseo Lee et al.•ARTICLE•Simulation & Gaming•2026

    Background This study explores teacher-practitioners’ roles, strategies, and challenges in developing a Generative AI (GenAI)-enhanced educational simulation. Using collective autoethnography, this study focuses on iterative refinement processes that remain underexamined in research on educational uses of GenAI. Methods Grounded in Cultural-Historical Activity Theory, we analyzed the experiences of three South Korean teacher-practitioners who co-…

Computer Science (9 obras) · Online Learning and Analytics (8 obras) · Psychology (8 obras) · Educational technology (6 obras) · Mathematics education (6 obras) · Multimedia (4 obras) · Artificial Intelligence (3 obras) · Data science (3 obras) · Engineering (3 obras) · Generative grammar (3 obras)

Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae