Pan, Z., Li, C., Zou, W. & Liu, M. (2023). Applying Learning Analytics Approaches to Detect and Track Students' Cognitive States During Virtual Problem-Solving Activities.: Hershey, PA: IGI Global. doi:.
Han, S., Hamilton, X.D.., Cai, Y., Shao, P. & Liu, M. (2023). Knowledge-Based Chatbots: A Scale Measuring Students Learning Experiences in Massive Open Online Courses.. Educational Technology Research and Development,. doi:.
Liu, M., Cai, Y., Han, S. & Shao, P. (2023). Understanding Middle School Students Self-Efficacy and Performance in a Technology-Enriched Problem-Based Learning Program: A Learning Analytics Approach.. Journal of Educational Technology Systems, 51(4), 513-543. doi:.
Liu, M., Li, C. & Pan, Z. (2022). Creating an Interactive Dashboard to Support Middle School Teachers Implementation of a Technology-Supported Problem-Based Learning Program.. International Journal of Designs for Learning., 13(1), 1-18. doi:.
Cai, Y., Pan, Z., Han, S., Shao, P. & Liu, M. (2022). The impact of multimodal communication on learners experience in a synchronous online environment: A mixed-methods study. Online Learning journal, 26(4). doi:.
Liu, M., Pan, Z., Li, C., Han, S., Shi, Y. & Pan, X. (2021). Using Learning Analytics to Support Teaching and Learning in Higher Education: A Systematic Focused Review of Journal Publications from 2016 to Present. International Journal on E-Learning (IJEL), 20(2), 137-169. (View)
Liu, M., Shi, Y., Pan, Z., Li, C. & Lopez, F. (2021). Examining middle school teachers implementation of a technology-enriched problem-based learning program: Motivational factors, challenges, and strategies. Journal of Research on Technology in Education, 53(3), 279-295. doi:https://doi.org/10.1080/15391523.2020.1768183.
Zou, W., Hu, X., Pan, Z., Li, C., Cai, Y. & Liu, M. (2021). Exploring the relationship between social presence and learners prestige in MOOC discussion forums using automated content analysis and social network analysis. Computers in Human Behavior,, 115. doi:.
Pan, Z., Lopez, F., Li, C. & Liu, M. (2021). Introducing Augmented Reality in Early Childhood Literacy Learning. Research in Learning Technology,, 29. doi:.
Liu, M., Han, S., Shao, P., Cai, Y. & Pan, Z. (2021). The current landscape of research and practice on visualizations and dashboards for learning analytics,. Visualizations and Dashboards for Learning Analytics (In: Sahin M., and Ifed., pp. 23-46): Springer, Cham.. doi:.
Liu, M., Pan, Z., Cai, Y., Shao, P. & Han, S. (2021). The Effect of a Multimedia- Enriched Problem-Based Learning Environment on Socioeconomically Disadvantaged Middle School Students Science Learning: Examining the Relationship Among Self- Efficacy, Attitude, and Performance.. Journal of Educational Multimedia and Hypermedia, 30(4), 359-391.
Zou, W., Pan, Z., Li, C. & Liu, M. (2021). Does social presence play a role in learners positions in MOOC learner network? A machine learning approach to analyze social presence in discussion forums,. Advances in Quantitative Ethnography (In A. R. Ruis, and Sed., pp. 248-264): Springer International Publishing..
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, 152-165. doi:.
Kang, J. & Liu, M. (2020). Investigating Navigational Behavior Patterns of Students Across At-Risk Categories Within an Open-Ended Serious Game.. Technology, Knowledge and Learning. doi:.
Liu, M., Zou, W., Shi, Y., Pan, Z. & Li, C. (2020). What Do Participants Think of Today's MOOCs: An Updated Look at the Benefits and Challenges of MOOCs Designed for Working Professionals.. Journal of Computing in Higher Education, 32(2), 301-329. doi:https://doi.org/10.1007/s12528-019-09234-x.
Shu, L. Y.. & Liu, M.. (2019). Student Engagement in Game-Based Learning: A Literature Review from 2008 to 2018. Journal of Educational Hypermedia and Multimedia, 28(2), 193-215.
Liu, M., Liu, S., Pan, Z., Zou, W. & Li, C. (2019). Examining Science Learning and Attitudes by At-Risk Students After They Used a Multimedia-Enriched Problem-Based Learning Environment. Interdisciplinary Journal of Problem-Based Learning, 13(1).
Naul, E. & Liu, M. (2019). Why story matters: A review of narrative in serious games. Journal of Educational Computing Research. (View)
Liu, M., Li, C., Pan, Z. & Pan, X. (2019). Mining big data to help make informed decisions for designing effective digital educational games. Interactive Learning Environments. (View)
Liu, M., Zou, W., Li, C., Shi, Y., Pan, Z. & Pan, X. (2019). Using learning analytics to examine relationships between learners usage data with their profiles and perceptions: A case study of a mooc designed for working professionals. Utilizing Learning Analytics to Support Study Success (, pp. 275-294): Springer.
Liu, M., Pan, Z., Pan, X., An, D., Zou, W., Li, C. & Shi, Y. (2019). The use of analytics for educational purposes: A review of literature from 2015 to present. Emerging trends in learning analytics: Leveraging the power of educational data (, pp. 26 - 44): Brill Sense.
Liu, M., Horton, L., Li, C. & Pan, Z. (2019). Alien Rescue. Learning, Education, & Games: 100 Games to Use in the Classroom and Beyond (, Vol. III, pp. 23 - 27): ETC Press (Carnegie Mellon).
Liu, M., Ko, Y., Willmann, A. & Fickert, F. (2018). Examining the Role of Professional Development in a Large School District's iPad Initiative. Journal of Research on Technology in Education, 50(1), 48-69. doi:.
Liu, M., Kang, J., Liu, S., Zou, W. & Hodson, J. (2017). Learning Analytics as an Assessment Tool in Serious Game: A Review of Literature. Serious Games and Edutainment Applications (, Vol. II, pp. 537-563): Springer. doi:.
Lee, J. & Liu, M. (2017). Design of Fantasy and Their effect on Learning and Engagement. Handbook of Research on Serious Games for Educational Applications (, pp. 200-219): IGI Global.
Liu, M., Horton, L., Kang, J., Kimmons, R. & Lee, J. (2017). Making Learning Fun: An Investigation of Using a Ludic Simulation for Middle School Space Science. Transforming Gaming and Computer Simulation Technologies across Industries (, pp. 130-152): IGI Global.
Kang, J., Liu, S. & Liu, M. (2017). Tracking Students Activities in Serious Games. Learning and Knowledge Analytics in Open Education (, pp. 125-137): Springer. (View)
Kang, J., Liu, M. & Qu, W. (2017). Using Gameplay Data to Examine Learning Behavior Patterns in a Serious Game. Computers in Human Behavior, 72, 757-770. (View)
Liu, M., Kang, J., Zou, W., Lee, H., Pan, Z. & Corliss, S. (2017). Using Data to Understand How to Better Design Adaptive Learning. The Technology, Knowledge and Learning journal, 22(3), 271-298. (View)
Liu, M., McKelroy, E., Corliss, S. & Carrigan, J. (2017). Investigating The Effect of An Adaptive Learning Intervention on Students Learning. Educational Technology Research & Development (ETRD), 65(6), 1605-1625. (View)
Liu, M., Su, S., Liu, S., Harron, J., Fickert, C. & Sherman, B. (2016). Exploring 3D Immersive and Interactive Technology for Designing Educational Learning Experiences. Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning (, pp. 243-261): IGI Global.
Liu, M., Navarrete, C., Scordino, R., Kang, J., Ko, Y. & Lim, M. (2016). Examining teachers use of iPads: Comfort level, perception, and use. Journal of Research on Technology in Education, 48(3), 159-180. http://www.tandfonline.com/doi/abs/10.1080/15391523.2016.1175853?journalCode=ujrt20.
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. The Technology, Knowledge and Learning journal, 21(1), 33-57. http://link.springer.com/article/10.1007/s10758-015-9263-7. doi:.
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. The American Journal of Distance Education, 30(1), 14-26. http://www.tandfonline.com/doi/abs/10.1080/08923647.2016.1120584. doi:.
Liu, M., Abe, K., Cao, M., Liu, S., Ok, D., Park, J., Parrish, C. & Sardegna, V. (2015). An Analysis of Social Network Websites for Language Learning: Implications for Teaching and Learning English as a Second Language. The Computer Assisted Language Learning (CALICO) journal, 32(1). https://journals.equinoxpub.com/index.php/CALICO/article/view/25963.
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. Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement (, pp. 181-208). Switzerland: Springer. doi:.
Liu, M., Kang, J. & McKelroy, E. (2015). Examining learners perspective of taking a MOOC: Reasons, excitement, and perception of usefulness. Educational Media International Journal, 52(2). http://link.springer.com/chapter/10.1007/978-3-319-05834-4_8. doi:.
Liu, M., Kang, J., Cao, M., Lim, M., Ko, Y., Myers, R. & Schmitz Weiss, A. (2014). Understanding MOOCs as an Emerging Online Learning Tool: Perspectives From the Students. The American Journal of Distance Education, 28(3), 147-159. http://www.tandfonline.com/doi/abs/10.1080/08923647.2014.926145. doi:.
Liu, M., Scordino, R., Geurtz, R., Navarrete, C., Ko, Y. & Lim, M. (2014). A Look at Research on Mobile Learning in K-12 Education From 2007 to Present. Journal of Research on Technology in Education, 46(4), 325-372. http://www.edb.utexas.edu/liu/files/MobileLearning_RevOfLit_AdultEd_Final_MinLiu.pdf. doi:.
Liu, M., Horton, L., Lee, J., Kang, J., Rosenblum, J., O'Hair, M. & Lu, C. (2014). Creating a Multimedia Enhanced Problem-Based Learning Environment for Middle School Science: Voices from the Developers. Interdisciplinary Journal of Problem-Based Learning, 8(1). http://dx.doi.org/10.7771/1541-5015.1422.
Liu, M., Navarrete, C. & Wivagg, J. (2014). Potentials of Mobile Technology for K-12 Education: An Investigation of iPod touch Use for English Language Learners in the United States. Journal of Educational Technology & Society,, 17(2), 15-126. https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CD4QFjAA&url=http://www.ifets.info/journals/17_2/10.pdf&ei=xPzmU5DdFoir8gHM4oDoDA&usg=AFQjCNHrgLifOn6WMrX_-DlYj7qUCVdNSg&sig2=L5GsCt6XFE97aBEs7fFvaA&bvm=bv.72676100,d.b2U.
Liu, M., Rosenblum, J., Horton, L. & Kang, J. (2014). Designing Science Learning with Game-Based Approaches. Computers in the School, 31(1/2), 84-102. http://www.edb.utexas.edu/liu/files/ARGame-based_Final_Liu.pdf. doi:.
Liu, M. (2014). Motivating Students to Learn Using a Game-Based Learning Approach. Texas Education Review, 2(1), 112-128. http://www.txedrev.org.
Liu, M., Navarrete, C., Maradiegue, E. & Wivagg, J. (2014). Mobile Learning and English Language Learners: A Case Study of Using iPod Touch As a Teaching and Learning Tool. Journal of Interactive Learning Research, 25(3). http://www.edb.utexas.edu/liu/files/MobileLearning_EnglishLanguageLearners_Final.pdf.
Liu, M., Navarrete, C., Maradiegue, E. & Wivagg, J. (2014). A Multiple-Case Study Examining Teachers Use of iPod Touches in Their Pedagogical Practices for English Language Learners. Mobile Pedagogy and Perspectives on Teaching and Learning (, pp. 165-185): IGI-Global Publishing. doi:.
Liu, M., Horton, L., Kang, J., Kimmons, R. & Lee, J. (2013). Using a Ludic Simulation to Make Learning of Middle School Space Science Fun. The International Journal of Gaming and Computer-Mediated Simulations, 5(1), 66-86. doi:.
Liu, M., Yuen, T., Horton, L., Lee, J., Toprac, P. & Bogard, T. (2013). Designing Technology-Enriched Cognitive Tools To Support Young Learners Problem Solving. The International Journal of Cognitive Technology, 18(1), 14-21.
Liu, M., Evans, M., Horwitz, E., Lee, S., McCrory, M., Park, J. & Parrish, C. (2013). A Study of the Use of Social Network Sites for Language Learning By University ESL Students. Social Networking for Language Education (, pp. 137-157). New York: Palgrave Macmillan.
Liu, M., Geurtz, R., Karam, A., Navarrete, C. & Scordino, R. (2013). Research on Mobile Learning in Adult Education. On the Move: Mobile Learning for Development. Charlotte, NC: Information Age Publishing.
Liu, M., Wivagg, J., Maradiegue, E. & Navarrete, C. (2012). Affordances and Challenges of Using iPods to Support Learning by English Language Learners at the Middle School Level. Handbook of Research on Didactic Strategies and Technologies for Education: Incorporating Advancements, 275-288. doi:.
Liu, M., Wivagg, J., Geurtz, R., Lee, S. & Chang, M. (2012). Examining How Middle School Science Teachers Implement A Technology Enriched Problem-Based Learning Environment. Interdisciplinary Journal of Problem-Based Learning, 6(2), 46-84. (View)
Liu, M., Horton, L., Toprac, P. & Yuen, T. (2011). Examining the Design of Media Rich Cognitive Tools as Scaffolds in a Multimedia Problem-Based Learning Environment. Educational Media and Technology Yearbook: Springer.
Liu, M., Toprac, P. & Yuen, T. (2009). What factors make a multimedia learning environment engaging: A case study. Cognitive Effects of Multimedia Learning (, pp. 173-192): Idea Group Inc..
Li, R. & Liu, M. (2008). The Effects of Using A Computer Database Tool on Middle School Students Cognitive Skill Acquisition in A Multimedia Learning Environment. New Educational Technology (, pp. 67-88): Nova Science Publishers, Inc..
Liu, M., Kishi, C. & Rhoads, S. (2007). Strategies & heuristics for novice instructional designers as they work with faculty content experts in a university setting. Instructional Design: Case Studies in Communities of Practice (, pp. 36-67): Idea Group Inc..