College of Education

About Us Admissions & Academics Research & Engagement Departments & Faculty Current Students

Jina Kang

Key Professional Appointments

  • Assistant Professor, Curriculum and Instruction, University of Illinois, Urbana-Champaign
Publications

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, 93(7), 1037-1063.  link >

Kang, J., Baker, R., Feng, Z., Na, C., Granville, P., & Feldon, D. F. (2022). Detecting threshold concepts through Bayesian knowledge tracing: examining research skill development in biological sciences at the doctoral level. Instructional Science, 50(3), 475-497.  link >

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(1), 183-205.  link >

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.), International Collaboration toward Educational Innovation for All: Overarching Research, Development, and Practices - 15th International Conference on Computer-Supported Collaborative Learning, CSCL 2022 (pp. 320-323). (Proceedings of International Conference of the Learning Sciences, ICLS). International Society of the Learning Sciences (ISLS).

Tissenbaum, M., Lindgren, R., Danish, J., Kim, T., Zeng, L., Planey, J., Mercier, E., Kang, J., Vickery, M., Zhou, M., Headrick, K., Taylor, K. G., Shapiro, B. R., Gilliam, S., Slotta, J., Moher, T., Kumar, V., Kimball, N., Roberts, J., ... Pea, R. (2022). The Role of the Physical Space in Distributed Intelligence. In A. Weinberger, W. Chen, D. Hernandez-Leo, & B. Chen (Eds.), International Collaboration toward Educational Innovation for All: Overarching Research, Development, and Practices - 15th International Conference on Computer-Supported Collaborative Learning, CSCL 2022 (pp. 533-540). (Proceedings of International Conference of the Learning Sciences, ICLS). International Society of the Learning Sciences (ISLS).

Xu, X., Kang, J., & Yan, L. (2022). Understanding embodied immersion in technology-enabled embodied learning environments. Journal of Computer Assisted Learning, 38(1), 103-119.  link >

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.  link >

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.

Lindgren, R., Morphew, J. W., Kang, J., Planey, J., & Mestre, J. P. (2021). Learning and Transfer Effects of Embodied Simulations Targeting Crosscutting Concepts in Science. Journal of Educational Psychology, 114(3), 462-481.  link >

Blaney, J. M., Kang, J., Wofford, A. M., & Feldon, D. F. (2020). Mentoring relationships between doctoral students and postdocs in the lab sciences. Studies in Graduate and Postdoctoral Education, 11(3), 263-279.  link >

Feldon, D. F., Litson, K., Jeong, S., Blaney, J. M., Kang, J., Miller, C., Griffin, K., & Roksa, J. (2019). Postdocs’ lab engagement predicts trajectories of PhD students’ skill development. Proceedings of the National Academy of Sciences of the United States of America, 116(42), 20910-20916.  link >

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.  link >

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.  link >

Junokas, M. J., Lindgren, R., Kang, J., & Morphew, J. W. (2018). Enhancing multimodal learning through personalized gesture recognition. Journal of Computer Assisted Learning, 34(4), 350-357.  link >

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), Article 39.  link >

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.  link >

Liu, M., Kang, J., Zilong, P., Zou, W., & Lee, H. (2017). Exploring Data Visualization as an Emerging Analytic Technique. In J. Dron, & S. Mishra (Eds.), Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2017 (pp. 1681-1690). Association for the Advancement of Computing in Education (AACE).

Liu, M., Kang, J., Liu, S., Zou, W., & Hodson, J. (2017). Learning analytics as an assessment tool in serious games: A review of literature. In Serious Games and Edutainment Applications: Volume II (pp. 537-563). Springer.  link >

Liu, M., Kang, J., Zou, W., Lee, H., Pan, Z., & Corliss, S. (2017). Using Data to Understand How to Better Design Adaptive Learning. Technology, Knowledge and Learning, 22(3), 271-298.  link >

Horton, L., Liu, M., Liu, S., Kang, J., Hodson, J., & Zou, W. (2016). A Multimedia Enriched Problem-Based Learning Environment: Our Research and Development Experiences. In Proceedings of EdMedia + Innovate Learning 2016 (pp. 1544-1558). Association for the Advancement of Computing in Education (AACE).

Kang, J., Liu, S., & Liu, M. (2016). Tracking Students’ Activities in Serious Games. In F-Q. Lai, & J. D. Lehman (Eds.), Learning and Knowledge Analytics in Open Education: Selected Readings from the AECT-LKAOE 2015 Summer International Research Symposium (pp. 125-137). Springer.  link >

Liu, M., Navarrete, C. C., Scordino, R., Kang, J., Ko, Y., & Lim, M. (2016). Examining teachers’ use of iPads: Comfort level, perception, and use. Journal of Research on Technology in Education, 48(3), 159-180.  link >

Liu, M., McKelroy, E., Kang, J., Harron, J., & Liu, S. (2016). Examining the Use of Facebook and Twitter as an Additional Social Space in a MOOC. American Journal of Distance Education, 30(1), 14-26.  link >

Liu, M., Kang, J., McKelroy, E., Harron, J., & Liu, S. (2016). Investigating students' interactions with discussion forums, Facebook, and Twitter in a MOOC and their perceptions. In Revolutionizing Modern Education through Meaningful E-Learning Implementation (pp. 18-41). IGI Global.  link >

Liu, M., Kang, J., Horton, L., Kimmons, R. M., & Lee, J. (2016). Making learning fun: An investigation of using a ludic simulation for middle school space science. In Transforming Gaming and Computer Simulation Technologies across Industries (pp. 130-152). IGI Global.  link >

Liu, M., Lee, J., Kang, J., & Liu, S. (2016). What We Can Learn from the Data: A Multiple-Case Study Examining Behavior Patterns by Students with Different Characteristics in Using a Serious Game. Technology, Knowledge and Learning, 21(1), 33-57.  link >

Liu, M., Horton, L., Lee, J., Kang, J., Liu, S., Myers, R., & Maxwell, A. (2015). Designing a New Media Enhanced Learning Environment: Our Development Model. In S. Carliner, C. Fulford, & N. Ostashewski (Eds.), Proceedings of EdMedia + Innovate Learning 2015 (pp. 171-181). Association for the Advancement of Computing in Education (AACE).

Liu, M., Kang, J., & McKelroy, E. (2015). Examining learners’ perspective of taking a MOOC: reasons, excitement, and perception of usefulness. Educational Media International, 52(2), 129-146.  link >

Liu, M., Kang, J., Lee, J., Winzeler, E., & Liu, S. (2015). Examining through visualization what tools learners access as they play a serious game for middle school science. In Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement (pp. 181-208). Springer.  link >

Liu, M., Horton, L., Lee, J., Kang, J., Rosenblum, J., O’Hair, M., & Lu, C-W. (2014). Creating a Multimedia Enhanced Problem-Based Learning Environment for Middle School Science: Voices from the Developers. Interdisciplinary Journal of Problem-based Learning, 8(1).  link >

Liu, M., Rosenblum, J. A., Horton, L., & Kang, J. (2014). Designing Science Learning with Game-Based Approaches. Computers in the Schools, 31(1-2), 84-102.  link >

Liu, I. M., Kang, J., Cao, M., Lim, M., Ko, Y., Myers, R., & Schmitz Weiss, A. (2014). Understanding MOOCs as an Emerging Online Learning Tool: Perspectives From the Students. American Journal of Distance Education, 28(3), 147-159.  link >

Liu, M., Rosenblum, J., Horton, L., & Kang, J. (2014). Using a Game-Based Approach to Design a Rich Media Learning Environment. In J. Viteli, & M. Leikomaa (Eds.), Proceedings of EdMedia + Innovate Learning 2014 (pp. 326-338). Association for the Advancement of Computing in Education (AACE).

Kang, J. (2013). Attributes and Motivation in Game-Based Learning: A Review of the Literature. In J. Herrington, A. Couros, & V. Irvine (Eds.), Proceedings of EdMedia + Innovate Learning 2013 (pp. 2546). Association for the Advancement of Computing in Education (AACE).

Liu, M., Horton, L., Kang, J., Kimmons, R., & Lee, J. (2013). Making Learning Fun Through a Ludic Simulation. In J. Herrington, A. Couros, & V. Irvine (Eds.), Proceedings of EdMedia + Innovate Learning 2013 (pp. 2535). Association for the Advancement of Computing in Education (AACE).

Liu, M., Horton, L., Kang, J., Kimmons, R., & Lee, J. (2013). Using a ludic simulation to make learning of middle school space science fun. International Journal of Gaming and Computer-Mediated Simulations, 5(1), 66-86.  link >

Kimmons, R., Liu, M., Kang, J., & Santana, L. (2012). Attitude, Achievement, and Gender in a Middle School Science-Based Ludic Simulation for Learning. Journal of Educational Technology Systems, 40(4), 341-370.  link >

Kang, J., Cho, S. H., Kim, H. G., Chung, H. S., Kim, H. R., Roh, D. G., Lee, C. W., & Kim, S. J. (2006). Time monitoring observations of SiO J = 2-1 and J = 3-2 maser emission toward late-type stars. Astrophysical Journal, Supplement Series, 165(1), 360-385.  link >

Han, S. T., Je, D. H., Roh, D. G., Wi, S. O., Oh, S. J., Song, M. G., Lee, B., & Kang, J. (2004). The conceptual design of multi-channel millimeter wave receiver for VLBI. In T. Keyun, & L. Dayong (Eds.), 2004 Asia-Pacific Radio Science Conference - Proceedings (pp. 406-408). Article P-12 (2004 Asia-Pacific Radio Science Conference - Proceedings).

Courses

CI 210: Introduction to Digital Learning Environments (CI 210) Surveys the field of digital environments and their capacity to support teaching and learning. Examines theories of interactivity, immersion, learning with multi-media, and digital literacies to discuss and evaluate various digital environments. Students learn to critically assess digital environments and to create original prototypes that target a specific and important learning or teaching goal. Environments that will be discussed and experimented with in class include virtual worlds, social networks, digital classrooms, interactive exhibits, video games, and tangible technologies.

CI 435: Technology Applications for Teachers (CI 435) In this course, students will dive in-depth into the opportunities and challenges of integrating technology into formal K-12 classrooms. Students will get a chance to critically examine a range of learning technologies, including examples of their use and approaches for assessing their efficacy. As an outcome of this course, each student will construct a lesson plan for integrating a chosen technology in their own classroom.

CI 539: Introduction to Educational Data Mining (CI 539) Throughout the semester, students will learn how data mining and machine learning approaches can be applied to educational data. Students will learn about the different types of data mining and machine learning techniques, reading about examples of how those techniques have applied to educational data and learning how to use tools to apply those techniques.

CI 590: Seminar for Advanced Study of Education (CI 590) Seminar for graduate students on specific topics.