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Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature
16 references·2 citing·40 second hop
Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature (2017)Learning Analytics as an Assessment Tool …The effect of competition on learning in games (2015)The effect of competition on …Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters (2015)Learning through playing Virt…Visualisation of student learning model in serious games (2014)Visualisation of student lear…Does agency matter?: Exploring the impact of controlled behaviors within a game-based environment (2014)Does agency matter?: Explorin…Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example (2011)Ubiquitous games for learning…The effect of simulation games on the learning of computational problem solving (2011)The effect of simulation game…Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes (2011)Problem Solving and Game-Base…Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) (2011)Exploring the behavioral patt…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Designing and evaluating collaboration in a virtual game environment for vocational learning (2006)Designing and evaluating coll…Content creation challenges and flow experience in educational games: The IT-Emperor case (2005)Content creation challenges a…Doing a literature review: releasing the social science research imagination. (1998)Doing a literature review: re…Multimedia and understanding: Expert and novice responses to different representations of chemical phenomena (1997)Multimedia and understanding:…Basics of Qualitative Research: Grounded Theory Procedures and Techniques (1993)Basics of Qualitative Researc…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Educational Technology in Support of Elementary Students With Reading or Language-Based Disabilities: A Cluster Randomized Control Trial (2022)Educational Technology in Sup…Improving evidence-based assessment of players using serious games (2021)Improving evidence-based asse…Thought and language (1962)Flow: the psychology of optimal experience (1990)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)How can one amplify the effect of e-learning? An examination of high-tech employees’ computer attitude and flow experience (2009)Online experiences: flow theory, measuring online customer experience in e-commerce and managerial implications for the lodging industry (2013)Flow experience in game based learning – a systematic literature review (2017)Comparative fit indexes in structural models. (1990)Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play (2017)The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)The Effect of Digital Game-Based Learning Interventions on Cognitive, Metacognitive, and Affective-Motivational Learning Outcomes in School: A Meta-Analysis (2023)Life on the Screen: Identity in the Age of the Internet (1997)Embedding game-based problem-solving phase into problem-posing system for mathematics learning (2011)A review of the motivation theories in learning (2017)An analysis of children’ interaction with an AI chatbot and its impact on their interest in reading (2022)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Mind in Society: The Development of Higher Psychological Processes (1978)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Student-Centered, Open Learning Environments: Research, Theory, and Practice (2013)Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity (2017)Expert and Novice Performance in Solving Physics Problems (1980)Categorization and Representation of Physics Problems by Experts and Novices* (1981)Book Review: Protocol Analysis: Verbal Reports as Data (1986)Exploring visuospatial thinking in chemistry learning (2004)DeFT: A conceptual framework for considering learning with multiple representations (2006)Macro, Submicro, and Symbolic: The many faces of the chemistry “triplet” (2010)TAPping into argumentation: Developments in the application of Toulmin's Argument Pattern for studying science discourse (2004)Qualitative methods for health research (2009)A Guide to Conducting a Standalone Systematic Literature Review (2015)Cognitive control in media multitaskers (2009)College students' social networking experiences on Facebook (2009)Screen time and sleep among school-aged children and adolescents: A systematic literature review (2014)Narrative configuration in qualitative analysis (1995)Critical Race Methodology: Counter-Storytelling as an Analytical Framework for Education Research (2002)Understanding Reliability and Validity in Qualitative Research (2015)Subjective well-being: Three decades of progress. (1999)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)Toward a psychology of positive youth development. (2000)“Can you see the real me?” A self-based model of authentic leader and follower development (2005)Event tourism: Definition, evolution, and research (2007)
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References

  • 1993Basics of Qualitative Research: Grounded Theory Procedures and Techniques17,612 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 1998Doing a literature review: releasing the social science research imagination.1,375 cited
  • 1997Multimedia and understanding: Expert and novice responses to different representations of chemical phenomena779 cited
  • 2011The effect of simulation games on the learning of computational problem solving292 cited
  • 2015The effect of competition on learning in games259 cited
  • 2005Content creation challenges and flow experience in educational games: The IT-Emperor case202 cited
  • 2011Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes163 cited
  • 2011Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG)151 cited
  • 2006Designing and evaluating collaboration in a virtual game environment for vocational learning139 cited
  • 2015Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters111 cited

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2011
Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example
81 cited
  • 2014Visualisation of student learning model in serious games73 cited
  • 2014Does agency matter?: Exploring the impact of controlled behaviors within a game-based environment70 cited
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    • 2021Improving evidence-based assessment of players using serious games23 cited
    • 2022Educational Technology in Support of Elementary Students With Reading or Language-Based Disabilities: A Cluster Randomized Control Trial22 cited