Fulbright U.S. Scholar Program (U.S. Department of State)
ECT Foundation (AECT)
Organisation for Economic Co‑operation and Development (OECD)
Professor of Educational Technology, Korea National University of Education
Professor of Educational Technology at Boise State University whose work centers on digital game‑based learning, educational robotics, virtual worlds, and mobile learning. He holds two doctorates: a Ph.D. in Educational Sociology from Korea University and a Ph.D. in Educational Foundations (Computers in Education emphasis) from Georgia State University. He joined Boise State University in 2009 after serving as a professor at Korea National University of Education and previously working with the Korea Educational Development Institute. Baek founded and directs Boise State’s GameStudio and has authored/edited several books on game‑based learning along with peer‑reviewed journal articles and conference papers on computational thinking and educational games. In 2024–2025 he is a Fulbright U.S. Scholar (Teaching/Research) at Ho Chi Minh City University of Education, Vietnam. citeturn13search4turn0search8turn12search2turn1search6turn13search0
A design approach for using technology‑supported storytelling in virtual‑world environments to support multicultural education, emphasizing narrative‑driven activities and interaction design aligned with learning theory.
Design guidance outlining structural elements of educational games (genre, characteristics, scenarios) that shape learning/play activities and implications for classroom use.
European Journal of STEM Education • Journal
Describes design and after‑school implementation of a project‑based integrated STEM+CT curriculum. Surveys and feedback show students’ and teachers’ generally positive reactions while identifying practical challenges. Presents lessons for integrating CT and supporting teacher professional development.
Journal of Educational Computing Research • Journal
Proposes and tests a model in which problem‑solving dispositions, intrinsic motivation, and enjoyment predict computational thinking (CT) in 4th–5th graders during collaborative robotics. Significant relations among perceived competence, enjoyment, and motivation were found; problem solving significantly predicted CT skills, informing robotics‑based CT instruction.
Journal of Educational Computing Research • Journal
Compares gender‑balanced sixth‑grade groups in cooperative vs. collaborative digital game‑based learning contexts. Collaboration led to significantly higher gaming achievement; academic outcomes varied by gender and grouping condition. Findings suggest matching grouping strategy to goals and considering gender dynamics in GBL.
Computers in the Schools • Journal
Systematic review of 26 studies on K‑12 use of Minecraft. Synthesizes reported benefits (curricular integration; student engagement and enthusiasm; knowledge/skills acquisition) and challenges (unclear objectives, inflexible curricula, lack of prior gaming skills). Concludes Minecraft holds promise for game‑based teaching with careful integration and learner‑centered design.
TechTrends • Journal
Examines an eight‑week, project‑based, STEM‑integrated robotics after‑school program for grades 4–6. Mixed‑methods findings show significant improvement in students’ attitudes toward mathematics and identify perceived learning in three areas: STEM content and connections, engagement/perseverance, and teamwork development. The study outlines opportunities and challenges for designing robotics curricula for upper‑elementary learners.
Information Discovery and Delivery • Journal
Explores relationships among learning preferences, motivation (intrinsic/extrinsic), self‑efficacy, coding achievement, and CT skills in second graders engaged in robotics activities. Path analysis indicated intrinsic/extrinsic motivation predicted self‑efficacy; self‑efficacy predicted coding achievement; coding achievement predicted CT skills. Highlights self‑efficacy’s central role in early elementary CT.
TechTrends • Journal
Reports an 8‑week after‑school integrated STEM robotics curriculum (grades 4–6). Mixed‑methods results showed significant improvement in attitudes toward mathematics and identified learning themes: STEM content/connection, engagement and perseverance, and teamwork development/challenges. Offers design implications for integrated STEM robotics.
Computers in Human Behavior • Journal
Explores effects of gender composition and role assignment (fixed, rotating, none) on robotics performance, CT skills, and programming motivation among 4th–5th graders working in groups. Group roles affected performance and CT; gender composition did not significantly affect outcomes.
Journal of Educational Computing Research • Journal
Investigates which collaboration interventions benefit students in robotics projects regarding science process skills, collaborative problem solving, and motivation. Assigned group roles improved motivation and collaborative problem solving; prior experience influenced outcomes. Provides strategies for designing effective collaborative robotics activities.
Computers in Human Behavior • Journal
Tests a model in which learning style, intrinsic motivation, collaboration skills, and game attitude predict enjoyment and achievement in a mobile Minecraft learning game. Intrinsic motivation uniquely predicted enjoyment; enjoyment correlated positively with achievement. Game attitude predicted intrinsic motivation, highlighting the complexity of enjoyment in mobile game‑based learning.
Computers & Education • Journal
Examines effects of three metacognitive strategies (self‑recording, modeling, thinking aloud) in an MMORPG context on ninth graders’ academic and gaming achievements, with social problem‑solving as a mediating variable. Path analyses showed metacognitive strategies improved both academic and game performance via gains in social problem solving, with verbal strategies (thinking aloud, modeling) outperforming writing‑based self‑recording.
Computers & Education • Journal
Identifies six factors underlying teachers’ reasons for using technology—external requests/expectations, deriving attention, using basic functions, relieving physical fatigue, class preparation/management, and using enhanced functions—and explores how these vary by teaching experience. Results show experienced teachers more often adopt technology in response to external forces, whereas less‑experienced teachers adopt it more voluntarily.
CyberPsychology & Behavior • Journal
Investigates factors inhibiting teachers’ classroom use of computer/video games and how gender and experience relate to perceived barriers. Six inhibiting factors emerged (e.g., inflexible curriculum, perceived negative effects, lack of supporting materials, fixed schedules, limited budgets). Female teachers rated logistical barriers as more serious; experienced teachers emphasized curricular inflexibility and negative effects.
2020 IEEE Frontiers in Education Conference (FIE) • Conference
Implements a 10‑day integrated STEM unit in which sixth graders designed paper airplanes. Bebras CT assessment scores significantly improved post‑unit, suggesting project‑based design activities can promote CT skills in middle school contexts.
Nova Science Publishers • Book
Edited book synthesizing theory, research, and practice for using digital games to support learning and performance. Part I reviews theoretical perspectives and emerging frameworks; Part II provides practice‑oriented guidance for classroom implementation; Part III discusses assessment and performance outcomes in game‑based learning.
Springer (Gaming Media and Social Effects) • Book
Edited collection highlighting challenges and potential of serious games and social media for education and training—emphasizing Asian contexts. Topics include mobile/online games, achievement systems, persuasive technologies, mental‑health interventions, and classroom applications; most chapters derive from the Serious Games & Social Connect 2012 conference.
IGI Global • Book
Collection of 26 peer‑reviewed case studies on implementing digital games for learning across K‑12 and higher education. Provides strategies, models, and lessons learned related to teaching with commercial and educational games, designing games, learning through game design, teacher education, practice, and researching games and learning.
Nova Science Publishers • Book
Edited volume addressing psychological dimensions of gaming, including emotional engagement, fantasy, game design and development, socio‑psychological implications, education uses, and gaming‑related behaviors. Chapters explore how games shape self‑perception, social interaction, and learning.
In Y. Baek (Ed.), Psychology of Gaming (pp. 83–92). Nova Science Publishers • Chapter
Empirically revisits the role of fantasy in player motivation. From 153 junior‑high students across 35 commercial games, exploratory factor analysis yielded four fantasy components—identification, imagination, analogy, and satisfaction—suggesting fantasy is an individualized psychological state arising from intrinsic and extrinsic stimuli during gameplay.
Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments • Chapter
Presents the design and development of ‘Virtual English Adventure’ in Second Life for English teaching/learning. Details pedagogical tasks (e.g., level tests, missions, interaction, gaming) aligned with learning theory and language pedagogy and offers recommendations for virtual‑world instructional design.
IGI Global • Book
Edited volume examining whether and how games can motivate learning and improve knowledge/skills in classroom settings. Case studies and conceptual chapters cover educational game structure, immersive environments, intelligent tutoring and games, online simulation, virtual worlds, and practical classroom use.