Faculty Profile- Haixia Liu
Haixia Liu
She/Her/Hers
Areas of Interest
- Virtual Reality
- Technology Integration
- Instruction Design
- Online Education
- Teacher education
- Intercultural communication
Education
Grand Valley State University, K-12 Principal Administration Certification, 2025
Michigan State University, PhD in Education Psychology and Education Technology, 2019
Guangdong Foreign Studies University, Master of Arts in Japanese Language and Culture, 2010
Sun Yat-Sen University, Master of Art in Applied Linguistics in Foreign Languages, 2005
Notable Acheivements
Liu, H., & Zhang, Y. (2024). Digital Game-Based Learning on Historical and Cultural Heritage in China: A Systematic Review. In Y. Kang, K. C.C. Yang, M. Mochocki, J. Majewski, P. Schreiber (Eds.), Asian Histories and Heritages in Video Games. (pp.187-208). Routledge.
Lei, M., Clemente, I. M., Liu, H., & Bell, J. (2022). The acceptance of telepresence robots in higher education. International Journal of Social Robotics, 14(4), 1025-1042. [SCI]
Liu, H., Wang, L., & Koehler, M. J. (2019). Exploring the intention behavior gap in the technology acceptance model: A mixed-methods study in the context of foreign language teaching in China. British Journal of Educational Technology, 50(5), 2536-2556. [SSCI]
Liu, H., Lin, C. H., Zhang, D., & Zheng, B. (2018). Chinese language teachers� perceptions of technology and instructional use of technology: A path analysis. Journal of Educational Computing Research, 56(3), 396-414. [SSCI]
Liu, H., Lin, C. H., & Zhang, D. (2017). Pedagogical beliefs and attitudes toward information and communication technology: a survey of teachers of English as a foreign language in China. Computer Assisted Language Learning, 30(8), 745-765. [SSCI]
Bio
Haixia Liu is an Assistant Professor in the School of Interdisciplinary Studies at Grand Valley State University. Her research interests include second/foreign/heritage language acquisition, teachers� professional development, the integration of educational technology (current on VR headset, AI tools etc.) into classrooms, intercultural competence development etc.