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Yunjo An

Title: Professor

Department: Learning Technologies

College: College of Information

Curriculum Vitae

Curriculum Vitae Link

Education

  • PhD, Indiana University, 2006
    Major: Instructional Systems Technology
  • MS, Indiana University Bloomington, 2002
    Major: Instructional Systems Technology
  • BA, Ewha Womans University, 2000
    Major: Educational Technology

Current Scheduled Teaching

LTEC 5210.420Instructional Systems Design ISpring 2025
LTEC 5040.420Online Design and PedagogySpring 8W1 2025

Previous Scheduled Teaching

LTEC 6200.020Message Design in Learning TechnologiesSummer 10W 2024 SPOT
LTEC 6200.030Message Design in Learning TechnologiesSummer 10W 2024 SPOT
LTEC 6950.747Doctoral DissertationSpring 2024
LTEC 3100.020New Horizons for Learning Technologies in STEMSpring 2024 Syllabus SPOT
LTEC 5040.020Online Design and PedagogySpring 8W1 2024 SPOT
LTEC 6900.747Special Problems in Learning TechnologiesSpring 2024
LTEC 6950.717Doctoral DissertationFall 2023
LTEC 6950.747Doctoral DissertationFall 2023
LTEC 6950.733Doctoral DissertationSummer 10W 2023
LTEC 6950.717Doctoral DissertationSpring 2023
LTEC 6950.747Doctoral DissertationSpring 2023
LTEC 6950.717Doctoral DissertationFall 2022
LTEC 6950.747Doctoral DissertationFall 2022
LTEC 5040.020Online Design and PedagogyFall 8W1 2022 SPOT
LTEC 6900.030Special Problems in Learning TechnologiesFall 2022
LTEC 6950.717Doctoral DissertationSummer 10W 2022
LTEC 6950.733Doctoral DissertationSummer 10W 2022
LTEC 6310.020Digital Game Based LearningFall 2021 SPOT
LTEC 6310.030Digital Game Based LearningFall 2021 SPOT
LTEC 5040.020Online Design and PedagogySpring 8W1 2021 SPOT
LTEC 5040.026Online Design and PedagogySpring 8W1 2021 SPOT
LTEC 5040.020Online Design and PedagogyFall 8W1 2020 SPOT
LTEC 5040.080Online Design and PedagogyFall 8W1 2020 SPOT
LTEC 6260.001Creating Technology based Learning EnvironmentsSpring 2020
LTEC 5040.020Online Design and PedagogySpring 8W1 2020
LTEC 5040.080Online Design and PedagogySpring 8W1 2020
LTEC 5610.020Analysis of Research in Learning TechnologiesFall 8W2 2019 SPOT
LTEC 5610.026Analysis of Research in Learning TechnologiesFall 8W2 2019 SPOT
LTEC 5610.080Analysis of Research in Learning TechnologiesFall 8W2 2019 SPOT
LTEC 5040.020Online Design and PedagogyFall 8W1 2019 SPOT
LTEC 5040.080Online Design and PedagogyFall 8W1 2019 SPOT
LTEC 5040.086Online Design and PedagogyFall 8W1 2019 SPOT
LTEC 6800.020Special Topics in Learning TechnologiesSummer 10W 2019 SPOT
LTEC 6800.030Special Topics in Learning TechnologiesSummer 10W 2019 SPOT
LTEC 6800.040Special Topics in Learning TechnologiesSummer 10W 2019 SPOT
LTEC 5610.020Analysis of Research in Learning TechnologiesSpring 8W2 2019 SPOT
LTEC 5610.080Analysis of Research in Learning TechnologiesSpring 8W2 2019 SPOT
LTEC 5610.086Analysis of Research in Learning TechnologiesSpring 8W2 2019 SPOT
LTEC 5040.020Online Design and PedagogySpring 8W1 2019 SPOT
LTEC 5040.080Online Design and PedagogySpring 8W1 2019 SPOT
LTEC 5040.086Online Design and PedagogySpring 8W1 2019 SPOT
LTEC 5610.020Analysis of Research in Learning TechnologiesFall 8W2 2018 SPOT
LTEC 5610.080Analysis of Research in Learning TechnologiesFall 8W2 2018 SPOT
LTEC 5610.086Analysis of Research in Learning TechnologiesFall 8W2 2018 SPOT

Published Intellectual Contributions

    Abstracts and Proceedings

  • Yang, J., Ding, J., An, Y. (2021). A Text mining-based analysis of Facebook group discussions on gamification. Frisco, Proceedings of Innovate Learning Summit 2021.
  • Book

  • Reigeluth , C.M., An, Y. (2021). Merging the instructional design process with learner-centered theory: The holistic 4D model. Routledge.
  • Book Chapter

  • An, Y., Mindrila, D. (2017). Clusters of teachers based on their perceptions of learner-centered instruction. Other. 63-85. New York, NY, Nova Science Publishers.
  • An, Y. (2015). Games to promote inquiry learning. Other. Thousand Oaks, CA, SAGE.
  • An, Y. (2013). Strategies for supporting students’ metacognitive processes in ill-structured problem solving in online environments. Other. 35-52. New York, NY, Routledge.
  • An, Y. (2012). Learner-centered technology integration. Other. Hersey, PA, IGI Global.
  • Reigeluth, C.M., An, Y. (2009). Theory building. Other. New York, NY, Routledge.
  • Conference Proceeding

  • An, Y. (2019). Creating smart learning environments with virtual worlds.. Foundations and Trends in Smart Learning: Proceedings of 2019 International Conference on Smart Learning Environments. Springer.
  • Encyclopedia Article

  • An, Y. (2022). Game design for learning and teaching. Other. Routledge.
  • Journal Article

  • An, Y., Kaplan-Rakowski, R. (2024). Examining adults’ enjoyment, challenges, and cognitive load in informal learning with high-immersion virtual reality. TECH Trends.
  • An, Y. (2023). Seasoned scholars’ perspectives on the core competencies, programs, research, and future directions of the field of instructional design and technology. Educational Technology Research and Development.
  • Reigeluth, C.M., An, Y. (2023). What’s the difference between learning experience design and instructional design?. Journal of Applied Instructional Design. 12 (3) 227-240.
  • An, Y. (2023). The impact of gamification on doctoral students’ perceptions, emotions, and learning in an online environment. TechTrends. 67 706-717.
  • Yang, J., , K., An, Y. (2022). A survey of the literature: How scholars use text mining in educational studies?. Education and Information Technologies. 28 2071-2090.
  • Khukalenko, J., Kaplan-Rakowski, R., An, Y., Iushina, V. (2022). Teachers’ perceptions of using virtual reality technology in classrooms: A large-scale survey. Education and Information Technologies. 27 11591–11613. Springer. https://link.springer.com/article/10.1007/s10639-022-11061-0
  • An, Y. (2021). A history of instructional media, instructional design, and theories. 4 (1) 1-21. International Journal of Technology in Education.
  • An, Y. (2021). A qualitative investigation of team-based gamified learning in an online environment. Educational Process: International Journal. 10 (4) 73-91.
  • An, Y. (2021). A response to an article entitled “Improving teacher professional development for online and blended learning: a systematic meta-aggregative review.”. Educational Technology Research and Development.
  • An, Y., Zhu, M., Bonk, C., Lin, L. (2021). Exploring instructors’ perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs. Journal of Computing in Higher Education. 33 (1) 64-84.
  • An, Y., Kaplan-Rakowski, R., Yang, J., Connan, J., Kinard, W., Daughrity, L. (2021). Examining K-12 teachers’ feelings, experiences, and perspectives regarding online teaching during the early stage of the COVID-19 pandemic.. Educational Technology Research and Development. Springer.
  • An, Y. (2020). Designing effective gamified learning experiences. 3 (2) 62-69. International Journal of Technology in Education.
  • An, Y., Mindrila, D. (2020). Strategies and tools used for learner-centered instruction. 4 (2) 133-143. International Journal of Technology in Education and Science.
  • Yang, X., Lin, L., Wen, Y., Cheng, P., Yang, X., An, Y. (2020). Time-Compressed Audio on Attention, Meditation, Cognitive Load, and Learning.. Educational Technology & Society. 23 (3) 16 - 26. JSTOR. https://www.jstor.org/stable/26926423?seq=1
  • An, Y., Zhu, M., Bonk, C.J., Lin, L. (2020). Exploring instructors' perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs.. Journal of Computing in Higher Education. Springer. https://link.springer.com/article/10.1007/s12528-020-09256-w
  • Rosenberg, M.G., An, Y. (2019). Supporting science teachers’ learner-centered technology integration through situated mentoring. Educational Process: International Journal. 8 (4) 248-263.
  • An, Y. (2018). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning. Educational Technology Research and Development. 66 (6) 1505-1527.
  • An, Y., Cao, L. (2017). Examining the characteristics of digital learning games designed by in-service teachers. Other. 7 (4) 73-85.
  • An, Y., Cao, L. (2017). The effects of game design experience on teachers’ attitudes and perceptions regarding the use of digital games in the classroom. TechTrends. 61 (2) 162-170.
  • An, Y. (2016). A case study of educational computer game design by middle school students.. Educational Technology Research and Development. 64 (4) 555-571.
  • An, Y., Haynes, L., D'Alba, A., Chumney, F. (2016). Using educational computer games in the classroom: Science teachers' experiences, attitudes, perceptions, concerns, and support needs. Other. 16 (4) 415-433.
  • An, Y. (2015). Book review: MOOCs and open education around the world. Indian Journal of Open Learning. 24 (1-2) 69-70.
  • An, Y., Cao, L. (2014). Examining the effects of metacognitive scaffolding on students’ design problem solving in an online environment. MERLOT Journal of Online Learning and Teaching. 10 (4) 552-568.
  • An, Y. (2013). Systematic design of blended PBL: Exploring the design experiences and support needs of PBL novices in an online environment. Contemporary Issues in Technology and Teacher Education. 13 (1) http://www.citejournal.org/vol13/iss1/general/article1.cfm
  • An, Y., Reigeluth, C.M. (2011). Creating technology-enhanced, learner-centered classrooms: K-12 teachers’ beliefs, perceptions, barriers, and support needs. Journal of Digital Learning in Teacher Education. 28 (2) 54-62.
  • An, Y. (2010). Scaffolding wiki-based, ill-structured problem solving in an online environment. MERLOT Journal of Online Learning and Teaching. 6 (4) 723-734. http://jolt.merlot.org/vol6no4/an_1210.pdf
  • An, Y., Williams, K. (2010). Teaching with Web 2.0 technologies: Benefits, barriers and lessons learned. International Journal of Instructional Technology and Distance Learning. 7 (3) article 4.
  • An, Y., Bonk, C.J. (2009). Finding that SPECIAL PLACE: Designing digital game-based learning environments. TechTrends. 53 (3) 43-48.
  • An, Y., Reigeluth, C.M. (2008). Problem-based learning in online environments. Quarterly Review of Distance Education. 9 (1) 1-16.
  • Reigeluth, C.M., An, Y. (2006). Functional contextualism: An ideal framework for theory in IDT. Educational Technology Research and Development. 54 (1) 49-53.
  • An, Y., Frick, T. (2006). Student perceptions of asynchronous computer-mediated communication in face-to-face courses. Journal of Computer-Mediated Communication. 11 (2) article 5. http://jcmc.indiana.edu/vol11/issue2/an.html
  • An, Y., Reigeluth, C.M. (2005). A study of organizational learning at Smalltown hospital. Performance Improvement. 44 (10) 34-39.
  • Frick, T., Su, B., An, Y. (2005). Building a large, successful Website efficiently through inquiry-based design and content management tools. TechTrends. 49 (4) 20-31.

Contracts, Grants and Sponsored Research

    Grant - Research

  • Panbamrung, J., Chelliah, S., Zhang, X., An, Y., "English Language Learners - Learning in Immersive Environments (ELLLIE)," sponsored by University of North Texas, University of North Texas, $5000 Funded. (2020).
  • Hayes, A., An, Y., Chelliah, S., Zhang, X., "English Language Learners - Language Learning Immersion,," University of North Texas, $5000 Funded. (2019 - 2020).
  • An, Y. (Principal), "Evaluation and improvement of a gamified collaborative learning platform," University of North Texas, $10000 Funded. (2019 - 2019).
  • An, Y., "Developing a gamified collaborative learning platform," University of North Texas, $5000 Funded. (2019 - 2019).
  • Hong, J. (Principal), An, Y. (Co-Principal), "Designing technology-enhanced, inquiry-based lessons using GIS," sponsored by Improving Teacher Quality Grants Program, State, $39809 Funded. ( - 2013).
  • An, Y. (Principal), "Using technology to foster learner-centered instruction," sponsored by Texas A&M University-Texarkana, Local, $1500 Funded. (2009 - 2010).
  • Grant - Teaching

  • An, Y., "Inclusive Curriculum and Pedagogy Small Grants Program," sponsored by Office of the Provost and Vice President for Academic Affairs, University of North Texas, University of North Texas, $2000 Funded. (2022 - 2023).
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Overall
Summative Rating
Challenge and
Engagement Index
Response Rate

out of 5

out of 7
%
of
students responded
  • Overall Summative Rating (median):
    This rating represents the combined responses of students to the four global summative items and is presented to provide an overall index of the class’s quality. Overall summative statements include the following (response options include a Likert scale ranging from 5 = Excellent, 3 = Good, and 1= Very poor):
    • The course as a whole was
    • The course content was
    • The instructor’s contribution to the course was
    • The instructor’s effectiveness in teaching the subject matter was
  • Challenge and Engagement Index:
    This rating combines student responses to several SPOT items relating to how academically challenging students found the course to be and how engaged they were. Challenge and Engagement Index items include the following (response options include a Likert scale ranging from 7 = Much higher, 4 = Average, and 1 = Much lower):
    • Do you expect your grade in this course to be
    • The intellectual challenge presented was
    • The amount of effort you put into this course was
    • The amount of effort to succeed in this course was
    • Your involvement in course (doing assignments, attending classes, etc.) was
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