PUBLICATIONS
For the most up-to-date information, follow the scholarly publication, including peer-reviewed journal articles and conference proceedings, on Dr. Kang's ResearchGate, Google Scholar, or Illinois Profile.
Journal Articles and Conference Proceedings Over the Last 5 Years:
Zhou, Y., Kang, J., Wang, Y., & Ashiq, M. (in press). A multimodal representation framework for collaborative knowledge-building in an immersive astronomy simulation: Using transmodal ordered network analysis. Educational Technology Research and Development.
Kang, J., Xu, X., & Yan, L. (2025). Leveraging affordances of immersive technology-supported collaborative learning (ITCL): A systematic review. Education and Information Technologies, 30(1), 607-647. https://doi.org/10.1007/s10639-024-13079-y.
Rajarathinam, R., Palaguachi, C., & Kang, J. (2025). 360-Degree Cameras vs Traditional Cameras in Multimodal Learning Analytics: Comparative Study of Facial Recognition and Pose Estimation. Journal of Educational Data Mining, 17(1), 157–182. https://doi.org/10.5281/zenodo.14966499 (Invited to Special Issue).
Rajarathinam, R. & Kang, J. (accepted). Taking the lead: Exploring collaborative initiative in CSCL Contexts. International Conference on Computer-Supported Collaborative Learning (CSCL 2025).
Zhou, Y., Kang, J., & Nguyen, H. (accepted). Can we trust LLM for video analysis: An exploration of hallucination in Multimodal Large Language Model. The International Conference of the Learning Sciences (ICLS 2025).
Kang, J., Zhou, Y., Rajarathinam, R. J., Tan, Y., & Shaffer, D. W. (2024). Unveiling joint attention dynamics: Examining multimodal engagement in an immersive collaborative astronomy simulation. Computers and Education, 213, https://doi.org/10.1016/j.compedu.2024.105002 .
Yan, L., Na, C., & Kang, J. (2024). The Impact of Team Synchrony on Argument Construction and Science Knowledge Acquisition: Insights from a Science Learning Game. Journal of Science Education and Technology. https://doi.org/10.1007/s10956-024-10110-2
Hidalgo, R., & Kang, J. (2024). Navigating Usability Challenges in Collaborative Learning with Augmented Reality. In Y. J. Kim, & Z. Swiecki (Eds.), Advances in Quantitative Ethnography - 6th International Conference, ICQE 2024, Proceedings (pp. 70-78). (Communications in Computer and Information Science; Vol. 2279 CCIS). Springer.
Mannekote, A., Davies, A., Kang, J., & Boyer, K. (2024). Can LLMs reliably simulate human learner actions? A simulation authoring framework for open-ended learning environments. The 15th Symposium on Educational Advances in Artificial Intelligence (EAAI).
Rajarathinam, R., Palaguachi, C., & Kang, J. (2024). Enhancing multimodal learning analytics: a comparative study of facial feature capture using traditional vs 360-degree cameras in collaborative learning. In Proceedings of the 17th International Conference on Educational Data Mining. [EDM Best Short Paper Nominee].
Zhou, R., Wang, P., & Kang, J. (2024). Navigating the sky together: Investigating collaboration dynamics through annotation in an immersive learning environment. In Proceedings of the 17th International Conference on Educational Data Mining.
Zhou, R., & Kang, J. (2024). I know where you are looking! Broadening the notion of annotation in a collaborative immersive simulation environment. In Proceedings of the International Conference on Computer-Supported Collaborative Learning (CSCL 2024). [CSCL Best Long Paper Nominee].
Zhou, Y., & Kang, J. (2023). Enriching Multimodal Data: A Temporal Approach to Contextualize Joint Attention in Collaborative Problem-Solving. Journal of Learning Analytics, 10(3), 87-101. https://doi.org/10.18608/jla.2023.7989
Schumacher, K., Joshi, S., Kang, J., Shaffer, E., Raley, J., Arredondo, J. N., Buncher, B. M., Patkar, R., Zine, K., Caballero, D. A., Tucker, A., Tan, M., & Vistian, C. (2023). GR in VR: Using Immersive Virtual Reality as a Learning Tool for General Relativity. ASEE Annual Conference and Exposition, Conference Proceedings.
Blaney, J. M., Wofford, A. M., Jeong, S., Kang, J., & Feldon, D. F. (2022). Autonomy and Privilege in Doctoral Education: An Analysis of STEM Students’ Academic and Professional Trajectories. Journal of Higher Education, 1- 27. https://doi.org/10.1080/00221546.2022.2082761
Kang, J., Baker, R., Zhang, F., Na., C., Granville, P., & Feldon, D. (2022). Bayesian knowledge tracing as a mechanism to detect doctoral threshold concepts. Instructional Science. https://doi.org/10.1007/s11251-022-09578-5
Kang, J., & Liu, M. (2022). Investigating Navigational Behavior Patterns of Students Across At-Risk Categories Within an Open-Ended Serious Game. Technology, Knowledge and Learning, 27, 183-205 https://doi.org/10.1007/s10758-020-09462-6 .
Lindgren, R., Morphew, J. W., Kang, J., Planey, J., & Mestre, J. P. (2022). Learning and Transfer Effects of Embodied Simulations Targeting Crosscutting Concepts in Science. Journal of Educational Psychology. Advance online publication. https://doi.org/10.1037/edu0000697
Xu, X., Kang, J., & Yan, L. (2022). Understanding embodied immersion in technology-enabled embodied learning environments. Journal of Computer Assisted Learning, 1– 17. https://doi.org/10.1111/jcal.12594 [Best Research Paper Award, AERA SIG Design & Technology]
Na, C., Yan, L., & Kang, J. (2022). Exploring the Role of Prior Knowledge and Group Action Synchrony in Sixth Graders' Game-based Collaborative Learning. In A. Weinberger, W. Chen, D. Hernandez-Leo, & B. Chen (Eds.), Proceedings of the 15th International Conference on Computer-Supported Collaborative Learning - CSCL 2022 (pp. 320-323). (Computer-Supported Collaborative Learning Conference, CSCL; Vol. 2022-June). International Society of the Learning Sciences (ISLS).
Zhou, Y., & Kang, J. (2022). Characterizing joint attention dynamics during collaborative problem-solving in an immersive astronomy simulation. In Proceedings of the 15th International Conference on Educational Data Mining (EDM 2022). International Educational Data Mining Society.
Kang, J., Diederich, M., Lindgren, R., & Junokas, M. (2021). Gesture Patterns and Learning in an Embodied XR Science Simu. Educational Technology and Society, 24(2), 77-92.
Diederich, M., Kang, J., Kim, T., & Lindgren, R. (2021). Developing an in-application shared view metric to capture collaborative learning in a multi-platform astronomy simulation. In LAK 2021 Conference Proceedings - The Impact we Make: The Contributions of Learning Analytics to Learning, 11th International Conference on Learning Analytics and Knowledge (pp. 173-183). (ACM International Conference Proceeding Series). Association for Computing Machinery.
Kim, T., Planey, J., Lindgren, R., & Kang, J. (2021). Integrating Immersive Technology into Small Group Learning Environments. In E. de Vries, Y. Hod, & J. Ahn (Eds.), ISLS Annual Meeting 2021 Reflecting the Past and Embracing the Future - 15th International Conference of the Learning Sciences, ICLS 2021 (pp. 1137-1138). (Proceedings of International Conference of the Learning Sciences, ICLS). International Society of the Learning Sciences (ISLS).
Kang, J., An, D., Yan, L., & Liu, M. (2019). Collaborative problem-solving process in a science serious game: Exploring group action similarity trajectory. In C. F. Lynch, A. Merceron, M. Desmarais, & R. Nkambou (Eds.), EDM 2019 - Proceedings of the 12th International Conference on Educational Data Mining (pp. 336-341). (EDM 2019 - Proceedings of the 12th International Conference on Educational Data Mining). International Educational Data Mining Society.
Kang, J., Moon, J., & Diederich, M. (2019). Educational Games and Gamification: From Foundations to Applications of Data Analytics. In A. Tlili, & M. Chang (Eds.), Data Analytics Approaches in Educational Games and Gamification Systems (pp. 3-23). (Smart Computing and Intelligence). Springer. https://doi.org/10.1007/978-981-32-9335-9_1
Lindgren, R., Morphew, J., Kang, J., & Junokas, M. (2019). An Embodied Cyberlearning Platform for Gestural Interaction with Cross-Cutting Science Concepts. Mind, Brain, and Education, 13(1), 53-61. https://doi.org/10.1111/mbe.12191
Kang, J., Lindgren, R., & Planey, J. (2018). Exploring emergent features of student interaction within an embodied science learning simulation. Multimodal Technologies and Interaction, 2(3), 39. https://doi.org/10.3390/mti2030039
Junokas, M., Lindgren, R., Kang, J., & Morphew, J. (2018). Enhancing multimodal learning through personalized gesture recognition. Journal of Computer Assisted Learning. 1–8. doi: https://doi.org/10.1111/jcal.12262
Liu, M., Kang, J., Zou, E., Lee, H., & Pan, C. (2017). Using data to understand how to better design adaptive learning. Technology, Knowledge and Learning, 1-28. https://doi.org/10.1007/s10758-017-9326-z
Kang, J., Liu, M., & Qu, W. (2017). Using gameplay data to examine learning behavior patterns in a serious game. Computers in Human Behavior, 72, 757-770. https://doi.org/10.1016/j.chb.2016.09.062