Researchers

The development of Alien Rescue is guided by a Design-Based Research framework (The Design-Based Research Collective, 2003) and research is an integral part of the development and is an ongoing effort by the R&D team. At each step of the development process, classroom based research is conducted to see how students use various features of the program and what teachers think of the new features. Program features/tools that are shown to be effective through research has been incorporated into the core of the Alien Rescue and disseminated to schools. Here are the research papers completed so far. This list is growing as we continue conducting studies with Alien Rescue.

Research Studies Using Alien Rescue as a Context

Examining Cognitive and Affective Factors of An Immersive Learning Environment

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).

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. and Lee, J. (2016). Making Learning Fun: An Investigation of Using a Ludic Simulation for Middle School Space Science. In B. Dubbels (Ed.) Transforming Gaming and Computer Simulation Technologies across Industries (pp. 130-152), Hershey, PA: IGI Global.

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. DOI:10.1080.07380569.2014.879776

Liu, M., Horton, L., Kang, J., Kimmons, R. and 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, 5(1). 66-86. DOI: 10.4018/jgcms.2013010105

Kimmons, R., Liu, M., Kang, J. & Santana, L. (2011-2012). Attitude, Achievement, and Gender in a Middle School Science-based Ludic Simulation for Learning. Journal of Educational Technology Systems, 40(4), 341-370.

Liu, M, Horton, L., Olmanson, J. & Toprac, P. (2011). A Study of Learning and Motivation in A New Media Enriched Environment For Middle School Science. Educational Technology Research and Development (ETR&D) 59(2), 249-266. doi:10.1007/s11423-011-9192-7.

Liu, M., Toprac, P., & Yuen, T. (2009). What Factors Make a Multimedia Learning Environment Engaging: A Case Study. In R. Zheng, (Ed.) Cognitive Effects of Multimedia Learning (pp. 173-192). Hershey, PA: Idea Group Inc.

Hsieh, P. H., Cho. Y., Liu, M., & Schallert, D. L. (2008). Examining the interplay between middle school students’ achievement goals and self-efficacy in a technology-enhanced learning environment. American Secondary Education Journal, 36(3), 33-50.

Liu, M., Hsieh, P., Cho, Y. J. & Schallert, D. L. (2006). Middle school students’ self-efficacy, attitudes, and achievement in a computer-enhanced problem-based learning environment. Journal of Interactive Learning Research, 17(3). 225-242.

Liu, M (2005). The effect of a hypermedia learning environment on middle school students' motivation, attitude, and science knowledge. Computers in the Schools, 22(3/4), 159-171.

Liu, M. (2004). Examining the Performance and Attitudes of Sixth Graders During Their Use of A Problem-Based Hypermedia Learning Environment. Computers in Human Behavior, 20(3), 357-379.

Use Cognitive Tools to Mediate Learning in Immersive Learning Environments

Bogard, T., Liu, M., & Chiang, Y. H (2013). Thresholds of Knowledge Development in Complex Problem Solving: A Multiple-Case Study of Advanced Learners’ Cognitive Processes. Educational Technology Research and Development, 61(3), 465-503..DOI 10.1007/s11423-013-9295-4

Liu, M., Yuen, T. T. Horton, L., Lee, J., Toprac, P. and 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., Horton, L., Toprac, P. & Yuen. T. (2011). Examining the Design of Media Rich Cognitive Tools as Scaffolds in a Multimedia Problem-Based Learning Environment. In M. Orey, S. A. Jones, & R. M. Branch (Eds.), Educational Media and Technology Yearbook (EMTY), 36. DOI 10.1007/978-1-4614-1305-9_10. New York: Springer.

Liu, M., Horton, L., Corliss, S. B., Svinicki, M. D., Bogard, T., Kim, J., & Chang, M. (2009). Students’ problem-solving as mediated by their cognitive tool use: A study of tool use patterns. Journal of Educational Computing Research, 40(1). 111-139.

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. In R. Kobayashi, (Ed.) New Educational Technology. Hauppauge, NY: Nova Science Publishers, Inc.

Li, R. & Liu, M. (2007). Understanding the effects of databases as cognitive tools in a problem-based multimedia learning environment. Journal of Interactive Learning Research, 18(3), 345-363.

Bera, S. & Liu, M. (2006). Cognitive tools, individual differences, and group processing as mediating factors in a hypermedia environment. Computers in Human Behavior, 22(2). 295-319.

Liu, M, & Bera, S. (2005). An Analysis of Cognitive Tool Use Patterns in a Hypermedia Learning Environment. Educational Technology Research & Development, 53(1), 5-21.

Liu, M., Bera, S., Corliss, S., Svinicki, M., & Beth, A. (2004). Understanding the connection between cognitive tool use and cognitive processes as used by sixth graders in a problem-based hypermedia learning environment. Journal of Educational Computing Research, 31(3), 309-334.

Pedersen, S. & Liu, M. (2002). The transfer of problem-solving skills from a problem-based learning environment: the effect of modeling an expert’s cognitive processes. Journal of Research on Technology in Education. 35(2), 303-320.

Pedersen, S. & Liu, M. (2002). The effects of modeling expert cognitive strategies during problem-based learning. Journal of Educational Computing Research, 26(4), 353-380.

Overall Design of An Immersive Learning Environment

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., Horton, L., Lee, J., Kang, J., Rosenblum, J., O’Hair, M. & Lu, C. W. (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). Available at: http://dx.doi.org/10.7771/1541-5015.1422

Liu, M, Williams, D., & Pedersen, S. (2002). Alien Rescue: A Problem-Based Hypermedia Learning Environment for Middle School Science. Journal of Educational Technology Systems, 30(3), 255-270.

Pedersen, S., Liu, M. & Williams, D. (2002). Alien Rescue: Designing for Student-Centered Learning. Educational Technology. 42(5), 11-14.

Facilitating Teachers’ Use of Learner-Centered Learning Environments

Liu, M. Shi, Y. Pan, Z., Li, C., Pan, X., & Lopez,M. F. (2020). 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. Available at: https://doi.org/10.1080/15391523.2020.1768183

Liu, M., Wivagg, J. Geurtz, R., Lee, S. T. & 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. Available at: http://dx.doi.org/10.7771/1541-5015.1348

Pedersen, S. & Liu, M. (2003). Teachers' beliefs about issues in the implementation of a student-centered learning environment. Educational Technology Research and Development. 51(2), 57-76.

Exploring Emerging Data Analytics to Better Understand Learning Processes in An Immersive Learning Environment

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.

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. https://doi.org/10.1016/j.chb.2016.09.062

Liu, M., Lee, J., Kang, & 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. 10.1007/s10758-015-9263-7

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: Methodologies for Performance Measurement, Assessment, and Improvement (pp. 181-208), Switzerland: Springer, DOI 10.1007/978-3-319-05834-4.

Dissertations Based on Alien Rescue

Liu, S. (2018). The Impact of Learner Metacognition and Goal Orientation on Problem-Solving in a Serious Game Environment. Unpublished doctoral dissertation, the University of Texas at Austin, Austin, TX.

Kang, J. (2017). Examining Scientific Thinking Processes in Open-Ended Serious Games through Gameplay Data. Unpublished doctoral dissertation, the University of Texas at Austin, Austin, TX.

Lee, Jaejin (2015). Effects of Fantasy and Fantasy Proneness on Learning and Engagement in a 3D Educational Game. Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX.

Horton, L. (2014). The effects of problem-based learning scaffolds on cognitive load, problem-solving, and student performance within a multimedia enhanced learning environment, Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX.

Toprac, P. (2008). The Effects of a Problem Based Learning Digital Game on Continuing Motivation in Learning Science. Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX.

Li, R. (2005). The Effects of Databases as Cognitive Tools in a Multimedia Problem Based Learning Environment. Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX.

Corliss, S. (2005). The effects of reflective prompts and collaborative learning in hypermedia problem-based learning environments on problem solving and metacognitive skills. Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX.

Stephan Bera, S. (2004). The Nature of Cognitive Tool Use in a Hypermedia Learning Environment. Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX.

Pedersen, S. (2000). Cognitive Modeling During Problem-Based Learning: The effects of a hypermedia expert tool. Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX.

Williams, D. (1999). Hypermedia-supported Authentic Learning Environments (HALE): Examination of Tools and Features Which can Support Students Learning. Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX.

MA Reports Based on Alien Rescue

Moudgalya, S. K. (2017). Problem-Based Learning Environment: Alien Rescue. Unpublished master report, the University of Texas at Austin, Austin, TX.

Li, C. (2017). Implications for Alien Rescue’s Future Enhancements through Comparisons with University-developed Educational Games. Unpublished master report, University of Texas at Austin, Austin, TX.

Stamets, S. E. (2016). Game On: Redesign of a Teacher Professional Development Platform for Use with the Serious Game Alien Rescue. Unpublished master report, University of Texas at Austin, Austin, TX.

Qiu, Y. J. (2016). 3D Modeling Tool Selection For Research-based Educational Games: An Experience. Unpublished master report, University of Texas at Austin, Austin, TX.

Smith, A. (2008). Using a Hypermedia Problem-Based Learning Tool in an Informal Learning Environment: Challenges and Lessons Learned, Unpublished master report, University of Texas at Austin, Austin, TX.

Bogard, T. (2005). Advanced Learners’ Use of Cognitive Tools in a Hypermedia Problem Based Learning Environment: A Case Study, Unpublished master report, University of Texas at Austin, Austin, TX.

Rhodes, S. (1998). Interactivity in Computer-Based Learning Environments. Unpublished master report, University of Texas at Austin, Austin, TX.

Back to Top