Sunnie Lee Watson
Social Sciences · Purdue University West Lafayette
Publications
107
Citations
2,893
Est. group size
~2
Recurring co-author estimate
Active years
42
Publishing since 1985
Sunnie Lee Watson works on instructional design and educational technology, with a focus on personalized and gamified learning, project-based learning enhanced by AI tools, and online/blended course design. Her recent work examines how instructional designers experience their profession, how generative AI can be integrated into K-12 and STEM education, and how digital games and personalization affect student motivation and well-being across different cultural contexts (e.g., the US, South Korea, Taiwan, India, China).
Publication output was higher earlier in the decade (2017-2020) and has settled into a slower, steadier pace of a few papers per year from 2021 onward.
Generated by claude-sonnet-5 from public bibliographic data · Jul 20, 2026
- A Comparative DBR Evaluation for the Four Mainstream GenAI Tools in Designing PBL for 9-12 STEM Education
2026
- Fostering well-being and belonging among international graduate students
Journal of International Students · 2025
- Impacts of Gamified Project-Based Learning on Students’ Achievement Motivation in Rural China
TechTrends · 2025
- Personalized learning and how higher education can be unbundled for better instead of worse
2025
- A Comparative Study of AI Integration Barriers in K–12 Education in South Korea, Taiwan, and the United States
2025
- Revisiting the Interrelationships Between Social and Cognitive Presences in Asynchronous Online Courses: Insights from Epistemic Network Analysis
Online Learning · 2025
- Instructional designers’ professional futures: insights from best possible self and epistemic network analysis
Educational Technology Research and Development · 2024
- The effectiveness of LMOOCs on participants’ attitudinal learning
Computer Assisted Language Learning · 2023
- Student Attitudes Toward Digital Badges for Instructional Design Competency-Based Education
Social Education Research · 2023
- Pre-service Teachers’ Perceptions Towards Using Games for Learning About Socio-scientific Topics: A Case Study
2023
- Instructional Designers' Perceptions & Experiences of Collaborative Conflict with Faculty
TechTrends · 2022
- How Instructional Designers Approach Conflict with Faculty
2022
- Pre-Service Teachers’ Perceptions towards Using Games for Learning about Socio-Scientific Topics: A Case Study
2022
- Exploring the Effectiveness of Digital Games in Producing pro-Environmental Behaviors when Played Collaboratively and Individually: A Mixed Methods Study in India
TechTrends · 2021
- Exploring the Influence of Digital Games on Environmental Attitudes and Behaviours Based on the New Ecological Paradigm Scale: A Mixed-Methods Study in India
Journal of Education for Sustainable Development · 2021
- TechTrends×8
- The International Review of Research in Open and Distributed Learning×4
- Computers & Education×4
- Educational Technology Research and Development×3
- Journal of International Students×3
- William R. Watson
Social Sciences · Purdue University West Lafayette
- Curtis J. Bonk
Social Sciences · Indiana University
- Holly Fiock
Social Sciences · Purdue University West Lafayette
- Mohammad Shams Ud Duha
Social Sciences · Purdue University West Lafayette
- Ana‐Paula Correia
Social Sciences · The Ohio State University
This profile was generated automatically from public scholarly data (OpenAlex). Group size and activity levels are estimates derived from co-authorship patterns.
Last updated Jul 20, 2026.
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