Do not become blindfold followers of the new medias immediately.
– Robert. A Reise
Peer Reviewed Journals
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. doi: 10.1007/s10758-015-9263-7
Hughes, J. E., Liu, S., & Lim, M. (2016). Technological modeling: Faculty use of technologies in preservice teacher education from 2004 to 2012. Contemporary Issues in Technology & Teacher Education, 16(2), 184-207.
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. doi: 10.1080/08923647.2016.1120584
Hughes, J. E., Ko, Y., Lim, M., & Liu, S. (2015). Preservice teachers’ social networking use, concerns, and educational possibilities: Trends from 2008–2012. Journal of Technology and Teacher Education, 23(2), 185-212.
Liu, M., Abe, K., Cao, M., Liu, S., Ok, D. U., Park, J. B., … & Sardegna, V. G. (2015). An analysis of social network websites for language learning: Implications for teaching and learning English as a Second Language. CALICO Journal, 32(1), 114-152.
Feng, F., Liu, S., Wang, Y., Tong, X., & Wang, Q., (2012). Next generation learning (vision, innovation and possibility): Reports about the 7th e-Learning Forum Asia 2012. Journal of Distance Education, 4, 3-19.
Kang, J., Liu, S., & Liu, M. (2017). Tracking students’ activities in serious games. In FQ. Lai & J. Lehman (Eds.), Learning and knowledge analytics in Open Education (pp. 125-137). Cham, Switzerland: Springer International Publishing.
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 M. Ma & A. Oikonomou (Eds.), Serious games and edutainment Applications (pp. 537-563). Cham, Switzerland: Springer International Publishing.
Liu, M., Su, S., Liu, S., Harron, J., Fickert, C., & Sherman, B. (2016). Exploring 3D immersive and interactive technology for designing educational learning experiences. In F. Neto (Ed.), Handbook of research on 3-D virtual environments and hypermedia for ubiquitous learning (pp. 243-261). Hershey, PA: IGI Global.
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 C. S. Loh, Y. Sheng, & D. Ifenthaler (Eds.) Serious games analytics. (pp. 181-208). Cham, Switzerland: Springer International Publishing.
Peer Reviewed Conference Proceedings
Willis, J., Greenhalgh, S., Nadolny, L., Liu, S., Aldemir, T., Rogers, S., Trevathan, M., Hopper, S. & Oliver, W. (2017). Exploring the rules of the game: Games in the classroom, game-based learning, gamification, and simulations. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2017 (pp. 342-347). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).
Liu, S., Zou, W. & Liu, M. (2016). Study the effect of goal setting scaffolding tool for problem solving–In a problem based learning game environment. In Proceedings of Society for Information Technology & Teacher Education International Conference 2016 (pp. 542-545). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).
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: World Conference on Educational Media and Technology 2015 (pp. 162-172). Association for the Advancement of Computing in Education (AACE).
Manuscripts under Review
Liu, S., Liu, X., Shangguan, R., Lim, M., Keating, X. (under review). When technology meet physical education – Examining technology components in Physical Education Teacher Education program in the U.S. Journal of Technology and Teacher Education.
Manuscripts in Preparation
Liu, S., Liu, M. (analyzing data). Comparison learner behavior by using log data and similarity measure. Computers in Human Behavior.
Liu, M., Liu, S., Zhou, W., Pan, Z., Li, C. (writing). Examining science learning and attitudes by a group of “high-needs” students after they used a multimedia-enhanced problem-based learning environment. Interdisciplinary journal of problem-based learning.