Do not become blindfold followers of the new medias immediately.
- Robert. A Reise
Liu, S., & Liu, M. (2020). The impact of learner metacognition and goal orientation on problem-solving in a serious game environment. Computers in Human Behavior, 102, 151-165. doi:https://doi.org/10.1016/j.chb.2019.08.021
Liu, S., & Liu, M. (2020). Data on Player Activity and Characteristics in a Serious Game Environment. Data in Brief, 28, 104965. doi:https://doi.org/10.1016/j.dib.2019.104965
Liu, M., Liu, S., Pan, Z., Zou, W., & Li, C. (2018). Examining Science Learning and Attitude by At-Risk Students After They Used a Multimedia-Enriched Problem-Based Learning Environment. Interdisciplinary Journal of Problem-Based Learning, 13(1). doi: https://doi.org/10.7771/1541-5015.1752
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.
Peyton, T., Prasad, A., Liu, S., & Pena, J. (2019, February). Teaching Human-Centered Design in CSE Programs. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education (pp. 1246-1247). ACM.
Liu, S. & Liu, M. (2018). Using Log Data and Similarity Measure in Analyzing Learner Problem-solving Behaviors in a Serious Game: An Exploratory Study. In E. Langran & J. Borup (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 434-437). Washington, D.C., United States: Association for the Advancement of Computing in Education (AACE). Retrieved April 2, 2018 from https://www.learntechlib.org/p/182562/.
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).