Articles to Recommend Reading
We want to recommend you reading some of the following articles to confirm your research interests. The following articles help you to grasp the main ideas of research projects ADIE lab is currently pursuing.
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. http://dx.doi.org/10.1111/bjet.13005
Liu, Z., Moon, J., Kim, B., & Dai, C. (2020). Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review. Educational Technology Research and Development. 68, 1931-1959. https://doi.org/10.1007/s11423-020-09791-4
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
Moon, J. & Ke, F. (2019). Exploring the treatment integrity of virtual reality-based social skills training for children with high-functioning autism. Interactive Learning Environments. http://dx.doi.org/10.1080/10494820.2019.1613665
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
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59 (2), 661-686.
Habgood, M. J., & Ainsworth, S. E. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. The Journal of the Learning Sciences, 20(2), 169-206.
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. http://dx.doi.org/10.1111/bjet.13005
Liu, Z., Moon, J., Kim, B., & Dai, C. (2020). Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review. Educational Technology Research and Development. 68, 1931-1959. https://doi.org/10.1007/s11423-020-09791-4
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
Moon, J. & Ke, F. (2019). Exploring the treatment integrity of virtual reality-based social skills training for children with high-functioning autism. Interactive Learning Environments. http://dx.doi.org/10.1080/10494820.2019.1613665
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
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59 (2), 661-686.
Habgood, M. J., & Ainsworth, S. E. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. The Journal of the Learning Sciences, 20(2), 169-206.