Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda

I Daoudi - Education and Information Technologies, 2022 - Springer
In recent years, the interest in the use of serious games as teaching and learning tools in
traditional educational processes has increased significantly. Serious Educational Games …

Timing of learning supports in educational games can impact students' outcomes

S Rahimi, VJ Shute, C Fulwider, K Bainbridge… - Computers & …, 2022 - Elsevier
Learning does not automatically occur by playing educational games; instead, learning
opportunities should be carefully designed in such games. For instance, research has …

Value-added digital game-based learning in K-12 science education: a systematic literature review

MH Hussein, NL Sulaiman, O Noroozi… - Interactive Learning …, 2025 - Taylor & Francis
Digital game-based learning (DGBL) is perceived as a promising approach for motivating
students' interest in science. However, most previous studies have focused on comparing …

Design and development of a scaffolding-based mindtool for gamified learning classrooms

YC Chen, HT Hou, CH Wu - Journal of Educational …, 2023 - journals.sagepub.com
A scaffolding-based mind tool was designed to allow teachers to easily create lesson plans
for in-class gamified activities and to embed various scaffoldings in the lesson plan design …

A study on the effects of using gamification with the 6E model on high school students' computer programming self-efficacy, IoT knowledge, hands-on skills, and …

HS Hsiao, JC Chen, JH Chen, YH Chien… - … technology research and …, 2023 - Springer
Since the late twentieth century, with the development of the Internet of Things (IoT), the IoT
covers the application of comprehensive knowledge and technology in the fields of circuitry …

Stealth assessment: a theoretically grounded and psychometrically sound method to assess, support, and investigate learning in technology-rich environments

S Rahimi, VJ Shute - Educational technology research and development, 2024 - Springer
Research fields related to learning (eg, educational technology and learning sciences) have
historically focused on what questions using traditional methods (eg, comparing different …

[HTML][HTML] Adaptive serious games assessment: The case of the blood transfusion game in nursing education

D Ifenthaler, M Sahin, I Boo, DD Rajasegeran… - … and Education: Artificial …, 2025 - Elsevier
Serious games have gained prominence in education and training (Loh et al., 2015; Squire,
2006), with research increasingly exploring their potential for learning (Laamarti et al …

Impacts of digital game-based flipped teaching approach on learning effectiveness of the students with different prior knowledge levels

GH Hwang, B Chen, SP Chen - Interactive Learning Environments, 2024 - Taylor & Francis
This study proposed a game-based flipped teaching approach and applied it to a HTML
(HyperText Markup Language) course. We developed two versions of the pre-class content …

Student profiles based on in‐game performance and help‐seeking behaviours in an online mathematics game

R Norum, JE Lee, E Ottmar… - British Journal of …, 2024 - Wiley Online Library
Well‐designed online educational games can improve students' math knowledge, skills and
engagement; however, more research is needed to understand how to formatively assess …

Game Learning Analytics:: Blending Visual and Data Mining Techniques to Improve Serious Games and to Better Understand Player Learning

C Alonso-Fernández, A Calvo-Morata… - Journal of Learning …, 2022 - learning-analytics.info
Game learning analytics (GLA) comprise the collection, analysis, and visualization of player
interactions with serious games. The information gathered from these analytics can help us …