Education 3.0: breaking the mold with technology. - William R. Watson; Sunnie Lee Watson; Charles M. Reigeluth (Interact. Learn. Environ., 2015)

Learning outcomes of a MOOC designed for attitudinal change: A case study of an Animal Behavior and Welfare MOOC. - William R. Watson; Woori Kim; Sunnie Lee Watson (Comput. Educ., 2016)

Learner profiles of attitudinal learning in a MOOC: An explanatory sequential mixed methods study. - Sunnie Lee Watson; William R. Watson; Ji Hyun Yu; Hamdan A. Alamri; Chad Mueller (Comput. Educ., 2017)

Instructional quality of massive open online courses: a review of attitudinal change MOOCs. - William R. Watson; Sunnie Lee Watson; Shamila Janakiraman (Int. J. Learn. Technol., 2017)

Motivation is a game: Massively multiplayer online games as agents of motivation in higher education. - Papia Bawa; Sunnie Lee Watson; William R. Watson (Comput. Educ., 2018)

Attitudinal learning and its relation to gender, age, ethnicity, enrolment purpose, and most impactful learning activity in a science of happiness MOOC. - Sunnie Lee Watson; William R. Watson; Ji Hyun Yu; Secil Caskurlu; Shamila Janakiraman; Holly Fiock (Int. J. Learn. Technol., 2018)

Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study. - Shamila Janakiraman; Sunnie Lee Watson; William R. Watson; Timothy J. Newby (Comput. Educ., 2021)

Student profiles and attitudes towards case-based learning in an online graduate instructional design course. - William R. Watson; Sunnie Lee Watson; Adrie A. Koehler; Kyung Ha Oh (J. Comput. High. Educ., 2023)