Gi-Zen Liu

Prof. Gi-Zen Liu


Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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10 February 2010 in British Journal of Educational Technology
Verified
Journal Article
Closed access
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GLGi-Zen Liu
Gi-Zen Liu
GHGwo‐Jen Hwang
Gwo‐Jen Hwang


29 May 2020 in Computer Assisted Language Learning
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Journal Article
Closed access
VLVivien Lin
Vivien Lin
GLGi-Zen Liu
Gi-Zen Liu
NCNian-Shing Chen
Nian-Shing Chen
The use of technology such as online software has been examined in English as a foreign language (EFL) writing contexts. However, few studies have incorporated context-aware ubiquitous technology into EFL writing instruction. To develop multimodal and digital literacy of target EFL undergraduates in this pilot project, the researchers designed and implemented an augmented-reality context-aware ubiquitous writing (ARCAUW) application, which aimed to increase long-term memory, motivation, and self-regulated cognition in participants’ writing development. The pilot project compared the writing outcomes and learner perceptions of the proposed ARCAUW writing mode against the baseline mobile-assisted, classroom-based writing mode. The two writing modes differed in the way that metacognitive scaffolding tasks were carried out. Pre- and post-test results showed that (a) although both modes led to significant improvement in writing the process analysis essay, ARCAUW was conducive to the development of task schema in long-term memory, motivation, and self-regulation in writing, and (b) additional cognitive processing during AR-based learning led to mixed results in writing performance. It was concluded that ARCAUW should be incorporated into mobile-assisted writing courses to reach optimal instructional outcomes. Finally, a five-step procedure was offered to help EFL practitioners design and implement ubiquitous writing in their own teaching contexts.

2 August 2021 in Computer Assisted Language Learning
Verified
Journal Article
Closed access
VLVivien Lin
Vivien Lin
NBNeil E. Barrett
Neil E. Barrett
GLGi-Zen Liu
Gi-Zen Liu
Nian-Shing ChenNian-Shing Chen
Nian-Shing Chen
Morris JONGMorris JONG
Morris JONG
The field of language education has experienced a rise in using virtual reality (VR) to support interactive, contextualized, and collaborative language learning in recent years. The current study investigates the effects of auditory, visual, and textual input on speaking and writing in English for Tourism Purposes (ETP) through immersive, scenery-based virtual reality (SBVR) dyadic learning. Adopting a framework on ETP sociocultural, linguistic, and formulaic competence, the researchers designed relevant learning content using audios, images, and verbatim onscreen text on EduVenture VR to create an interactive, simulated tour. Thirty-eight English as a foreign language undergraduates participated in this single-group quasi-experiment. Various data sources included speaking and writing pre-, post- and delayed post-tests, a post-intervention survey, and reflections about the VR learning experience. The study reported significant speaking gains in language accuracy, destination promotion, knowledge retention, and replication of ETP language, as well as significant writing improvement in using sophisticated vocabulary, knowledge retention, and replication of ETP language. The study concludes that SBVR warrants positive impact on improving productive ETP skills. Possible factors, limitations, and pedagogical implications for using scenery-based VR in dyadic learning for ETP are discussed. Finally, the study suggests future research directions to combine technology-enhanced language learning theories with multimodal input and material design supported by immersive VR to enhance language production for specific purposes.


1 October 2013 in Research in Developmental Disabilities
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Journal Article
Closed access
GLGi-Zen Liu
Gi-Zen Liu
NWNo-Wei Wu
No-Wei Wu
YCYi-Wen Chen
Yi-Wen Chen