- Min Liu
Dr. Liu's teaching and research interests center on educational uses of new media and other emerging technologies, particularly the impact of such technologies on teaching and learning; and the design of new media enriched interactive learning environments for learners at all age levels. She has published over 71 research articles in leading peer-reviewed educational technology research journals, 16 peer-reviewed book chapters, and presents regularly at national and international technology conferences.
Dr. Liu regularly invites her students to join her research projects as she views this as a mentoring and training opportunity for future faculty and researchers. As shown in her publications and conference presentations, almost all of her co-authors and co-presenters are her current and former graduate students.
She develops and teaches graduate and undergraduate courses on new media design, production, and research. The courses she has taught include "Interactive Multimedia: Design and Production," "Designs and Strategies for New Media," "Instructional Systems Design," "Educational Research Design," "Live, Play, Communicate, and Learn with Digital Media Technologies," "Digital Literacy for Teaching and Learning," "Analysis of Research in Instructional Technology," "Multimedia Authoring," and "Interactive Multimedia Research." She also serves on a number of editorial boards for research journals in Learning Technology/Instructional Technology.
Dr. Liu directs the development of several digital media technology projects. One of her projects has been selected as the Winner of 2012 Interactive Learning Award and was the recipient of 2013 Outstanding Practice Award , both sponsored by the Association for Educational Communications and Technology (AECT), a major international IT professional organization. Another project was a Finalist of 2010 national Learning Challenge Competition sponsored by Disney Research. Her project, Alien Rescue, is being used as part of the science curriculum by middle schools in at least 30 states and 4 countries. Her article, "A Multiple-Case Study Examining Behavior Patterns By Students With Different Characteristics In a Serious Game" received the Best Paper Award in 2016 from Applied Research in Immersive Environments for Learning SIG of American Educational Research Association (AERA).
Designs and researches interactive learner-centered environments for all age levels with new media and emerging technologies.
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., Shi, Y., Pan, Z. & Li, C. (2019). 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. (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:10.1080/15391523.2017.1387743.
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:10.1007/978-3-319-51645-5.
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:10.1007/s10758-015-9263-7.
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:10.1080/08923647.2016.1120584.
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:10.1007/978-3-319-05834-4.
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:10.1080/09523987.2015.1053289.
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:10.1080/08923647.2014.926145.
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:10.1080/15391523.2014.925681.
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:10.1080/07380569.2014.879776.
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:10.4018/jgcms.2013010105.
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:10.4018/jgcms.2013010105.
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:10.4018/978-1-4666-2122-0.ch023..
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..
Best Paper Award for "A Multiple-Case Study Examining Behavior Patterns By Students With Different Characteristics In a Serious Game", Applied Research in Immersive Environments for Learning (ARIEL) SIG of American Educational Research Association (AERA) (2016)
Outstanding Research Paper Award for "A Multimedia Enriched Problem-Based Learning Environment: Our Research and Development Experiences", The World Conference on Educational Media and Technology (Edmedia) (2016)
Outstanding Research Paper Award for the paper "Using a Game-Based Approach to Design a Rich Media Learning Environment", The World Conference on Educational Media and Technology (Edmedia) (2014)
Selected as one of the six Professors of Excellence, The university of Texas at Austin (2013 - 2014)
Outstanding Practice Award for the design and development model of Alien Rescue project, The Design & Development Division of Association for Educational Communications and Technology (AECT) (2013)
Outstanding Research Paper Award for the paper "Making Learning Fun Through a Ludic Simulation", The World Conference on Educational Media and Technology (Edmedia) (2013)
Winner of 2012 Interactive Learning Award for the Web-based version of Alien Rescue, The Multimedia Production Division of Association for Educational Communications and Technology (AECT) (2012)
Finalist of a national Learning Challenge Competition for Salamander Rescue, a 3D PBL learning game, Disney Research (2010)
Outstanding Research Paper Award for the paper "Students' Problem Solving as Mediated by Their Cognitive Tool Use: A Study of Tool Use Patterns", The World Conference on Educational Multimedia and Hypermedia (2007)
First Prize in Learning Software Design Competition for Alien Rescue, The University of Minnesota (2001)
Honorable mention for ingenuity in the Best Educational Application category of Macromedia eLearning Innovation Award Program for Alien Rescue, Macromedia Company (2001)
Innovative Instructional Technology Honorable Mention for developing an interactive multimedia Web site "ThermoNet" to teach thermodynamics to undergraduate engineering students, The university of Texas at Austin (1999)
Technology Integration Into Learning and Teaching Award, The University of Texas at Austin (1998)
Innovative Instructional Technology Award for developing an interactive multimedia approach to teaching and learning, second place, The University of Texas at Austin (1997)
Ellen Wenting Zou, Ph.D., expected 2020 (Supervisor)
Learning Analytics, Discourse analysis, Cognitive science, Game-Based Learning, Digital Literacy
Yi Shi (Supervisor)
Sa Liu, Ph.D., 2018 (Supervisor)
Assistant professor at Harrisburg University of Science & Technology
Jina Kang, Ph.D., 2017 (Supervisor)
Assistant professor at Utah State University
Jaejin Lee, Ph.D., 2015 (Supervisor)
Associate Research Fellow at Korea Institute for Curriculum and Evaluation (KICE). S. Korea
Lance Kinney, Ph.D., 2015 (Supervisor)
Executive Director at Texas Board of Professional Engineers, TX
Lucas Horton, Ph.D., 2014 (Supervisor)
Director, Office of Instructional Innovation, COE, UT - Austin
Jennifer Wivagg, Ph.D., 2013 (Supervisor)
Technology Integration Specialist, Keystone School, San Antonio, TX
Justin Olmanson, Ph.D., 2011 (Supervisor)
Assistant Professor at Univ. of Nebraska at Lincoln
Minh Pham, Ph.D., 2010 (Supervisor)
Manager at Chevron
Pei-yu Wang, Ph.D., 2010 (Supervisor)
Associate Professor, National Chiayi University, Taiwan
Shih-Ting Lee, Ph.D., 2009 (Supervisor)
Instructional Designer, Austin Community College
Tim Yuen, Ph.D., 2008 (Supervisor)
Associate Professor, Univ. of Texas - San Antonio
Paul Toprac, Ph.D., 2008 (Supervisor)
Associate Director & Senior Lecturer, Game Development Program, UT-Austin
Rui Li, Ph.D., 2005 (Supervisor)
Executive Director, Distance Education & Instructional Design, West Chester University of Pennsylvania
Yungwei Hao, Ph.D., 2004 (Supervisor)
Professor, National Taiwan Normal University
Susan Pedersen, Ph.D., 2000 (Supervisor)
Associate Professor, Texas A&M
Doug Williams, Ph.D., 1999 (Supervisor)
Professor, University of Louisiana at Lafayette
Noelle Sweany, Ph.D., 1999 (Co-supervisor)
Clinical Asso. Prof., Texas A&M
Thomas McManus, Ph.D., 1998 (Supervisor)
Director of Learning and Technology Professional Development, Harrisburg University of Science and Technologies
|2019||Summer||EDC s380R: Educational Research & Design|
|2019||Spring||EDC 385G: 29-Intactv Multimed Dsgn/Prod|
|2018||Fall||EDC 390T: 21-Instructional Systems Dsgn|
|2018||Summer||EDC s385G: 45-Dsgn/Strat For New Media|
|2018||Spring||EDC 385G: 29-Intactv Multimed Dsgn/Prod|
|2017||Fall||EDC 390T: 21-Instructional Systems Dsgn|
|2017||Summer||EDC f380R: Educational Research & Design|
|2017||Spring||EDC 385G: 45-Dsgn/Strat For New Media|
|2016||Fall||EDC 390T: 21-Instructional Systems Dsgn|
|2016||Summer||EDC f380R: Educational Research & Design|
|2016||Spring||EDC 385G: 29-Intactv Multimed Dsgn/Prod|
|2015||Fall||EDC 390T: 21-Instructional Systems Dsgn|
|2015||Summer||EDC f380R: Educational Research & Design|
|2015||Spring||EDC 385G: 29-Intactv Multimed Dsgn/Prod|
|2014||Fall||EDC 390T: 21-Instructional Systems Dsgn|
|2014||Summer||EDC s396: 3-Learning Technologies|
Alien Rescue (R&D project directed by Dr. Liu)
Alien Rescue is an online problem-based 3D immersive learning environment for sixth grade science. It combines best practices from educational research with innovative technologies to deliver an engaging learning experience.