Learning analytics for online game-based learning: A systematic literature review

SK Banihashem, H Dehghanzadeh… - Behaviour & …, 2024 - Taylor & Francis
Game-based learning researchers have been investigating various means to maximise
learning in educational games. One promising venue in recent years has been the use of …

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 …

Improving serious games by crowdsourcing feedback from the STEAM online gaming community

C Moro, C Phelps, J Birt - The Internet and Higher Education, 2022 - Elsevier
The inclusion of game-based learning in tertiary institutions is increasing as educators seek
ways to enhance student engagement and motivation. During the development process for …

Game induced emotion analysis using electroencephalography

A Khan, S Rasool - Computers in Biology and Medicine, 2022 - Elsevier
Organizations vie to develop insights into the psychological aspects of consumer decision-
making to enhance their products accordingly. Understanding how emotions and personality …

A new measure for serious games evaluation: gaming educational balanced (GEB) model

K Martinez, MI Menéndez-Menéndez, A Bustillo - Applied Sciences, 2022 - mdpi.com
Featured Application A metric to evaluate gaming and educational features of already
developed serious games. This model can also guide the design of new serious games …

[HTML][HTML] Virtual ER, a serious game for interprofessional education to enhance teamwork in medical and nursing undergraduates: development and evaluation study

JYH Wong, J Ko, S Nam, T Kwok, S Lam… - JMIR Serious …, 2022 - games.jmir.org
Background: Engaging students in interprofessional education for higher order thinking and
collaborative problem-solving skills is challenging. This study reports the development of …

Toward defining and assessing creativity in sandbox games

S Rahimi, JT Walker, L Lin-Lipsmeyer… - Creativity Research …, 2024 - Taylor & Francis
Digital sandbox games such as Minecraft can be used to assess and support creativity.
Doing so, however, requires an understanding of what is deemed creative in this game …

Investigating the impact of situational cognition, emotions, and self-efficacy on creative thinking and collaborative intention in metaverse teaching scene

TL He, CC Zhang, ZQ Huang, F Qin - Thinking Skills and Creativity, 2025 - Elsevier
The metaverse has emerged as a significant topic in education, with a growing body of
literature examining its feasibility and potential benefits for innovative teaching methods …

The interplay of rewards and competition in digital game-based learning: Effects on intrinsic motivation, game performance and behaviors, and computational thinking

CH Chen, K Huang - Learning and Instruction, 2024 - Elsevier
Although there is controversy surrounding rewards and competition in education, they are
key elements in digital game-based learning (DGBL). Research on the influence of rewards …