Steven C. Beering Hall of
Liberal Arts and Education
100 N. University Street
Phone: (765) 494-9735work
Learning Design and TechnologyCurriculum and Instruction
With a background in computer information and technology, Dr. Watson’s experiences teaching undergraduates led him to transition to education, where his initial focus on educational video games expanded into how technology can be used to leverage change to a personalized learning paradigm of education.
- Ph.D. — Instructional Systems Technology, Indiana University (2007)
- M.S. — Information Science, Indiana University (2000)
- B.A. — English, Indiana University (1998)
- 2014 – Present
Curriculum & Instruction in Learning Design and Technology
Purdue University, West Lafayette, IN
- 2007 – 2014
Curriculum & Instruction in Educational Technology
Purdue University, West Lafayette, IN
- 2002 – 2007
Computer and Information Technology, Indiana University
Purdue University, Indianapolis, IN
- 2000 – 2002
Computer and Information Technology
Indiana University-Purdue University, Indianapolis, IN
- Teaching for Tomorrow Award, Purdue University (2011-2012)
- Charles M. Reigeluth, Emerging Researcher Award, the Association for Educational Communications and Technology’s (AECT) Division for Systemic Change (2011)
- Center for Digital Education’s Top 30 Technologists, Transformers, & Trailblazers (2015)
- Dean’s Fellow, Purdue University College of Education (2015)
Professor Watson’s research interest focuses on the critical, systemic change of education to realize a learner-centered paradigm, including the application of technology such as video games, virtual environments, and learning management software in order to create customized and personalized learning environments.
- Watson, W.R., & Watson, S.L. (2016). Personalized instruction. In C.M. Reigeluth & B. Beatty (Eds.), Instructional-Design Theories and Models (Vol. 4). New York: Taylor & Francis.
- Watson, W. R., Kim, W., & Watson, S. L. (2016). Learning outcomes of a MOOC designed for attitudinal change: A case study of an Animal Behavior and Welfare MOOC. Computers & Education, 96, 83-93. DOI:1016/j.compedu.2016.01.013
- Watson, W.R., Watson, S.L., & Reigeluth, C.M. (2015). Education 3.0: Breaking the mold with technology. Interactive Learning Environments, 23(3), 332-343. DOI: 10.1080/10494820.2013.764322
- Watson, W.R. & Watson, S.L. (2014). Redesigning higher education: Embracing a new paradigm. Educational Technology, 54(3), 47-52.
- Watson, W. R., & Watson, S. L. (2013). Exploding the ivory tower: Systemic change for higher education. TechTrends, 57(5), 42-46.
- Watson, W.R. & Fang, J. (2012). PBL as a framework for implementing video games in the classroom. International Journal of Game-Based Learning, 2(1), 77-89.
- Watson, W.R., Watson, S.L., & Reigeluth, C.M. (2012). A systemic integration of technology for new paradigm education. Educational Technology, 52(5), 25-29.
- Watson, W. R. Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466-474.
- Watson, S.L., Watson, W.R., & Reigeluth, C.M. (2008). Systems design for change in education and training. In J.M. Spector, M.D. Merrill, J.J.G. van Merrienboer & M.P. Driscoll (Eds.), Handbook of research on educational communications and technology (3rd ed., pp. 692-701). London: Routledge.
- Watson, W.R., & Watson, S.L. (2007). An Argument for clarity: What are Learning Management Systems, what are they not, and what should they become. TechTrends, 51(2), 28-34.
- EDCI 55600 — Computer and Video Game Design for Education
- EDCI 56400 — Supervision of Teaching: Physics Education
- EDCI 67200 — Integration and Management of Computers in Education