2022
DOI: 10.1007/s10639-022-11087-4
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Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda

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Cited by 23 publications
(12 citation statements)
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References 74 publications
(133 reference statements)
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“…The concept of Learning Analytics (LA) has emerged over the last few decades to describe the process of understanding students' overall learning (Daoudi, 2022). LA is de ned as "the measurement, collection, analysis, and reporting of information about learners and their context for understanding and optimizing learning" (Khine, 2018, p. 2).…”
Section: Learning Analytics To Model Learning Behaviormentioning
confidence: 99%
“…The concept of Learning Analytics (LA) has emerged over the last few decades to describe the process of understanding students' overall learning (Daoudi, 2022). LA is de ned as "the measurement, collection, analysis, and reporting of information about learners and their context for understanding and optimizing learning" (Khine, 2018, p. 2).…”
Section: Learning Analytics To Model Learning Behaviormentioning
confidence: 99%
“…Even students' thesis from different departments can be used in a collaborative research project with the same ultimate goal -to build a better learning experience. In Daoudi's (2022) work, the author suggests that a prerequisite to creating effective game-based educational systems is that researchers from different disciplines, such as computer science, educational science, psychology, and cognitive ergonomics, should work together. Also, collaboration between researchers, game designers/developers, and educators should be achieved to identify the best game usage to improve learners' achievements.…”
Section: Possible Solutions For Using Simulation Games In the Field O...mentioning
confidence: 99%
“…However, there are still gaps in the research, such as the lack of studies on the risks and the benefits of serious games (MENDEZ & BOUDE, 2021), the effects during the learning session, when using serious games (Kara, 2021), the emotional state of the students and the evaluation of their engagement during the game, including its social, behavioural, affective, and cognitive dimensions (Daoudi, 2022), as well as the identification of the learning achievements acquired (Marín Suelves et al, 2021).…”
Section: Introductionmentioning
confidence: 99%
“…Therefore, it is important to identify the aspects of impact, harm, motivation, affect, and behaviour in students when interacting with serious games; and whether this influences their knowledge acquisition and the improvement of content related to game-based learning. This perspective involves the level of engagement and positive or negative experience generated in the intervention (Boots & Strobel, 2014;Daoudi, 2022). To address these issuee, a systematic review of the impact of serious games on learning in primary education was conducted, by using the databases of SCOPUS, ERIC, and Dimensions over a ten-year period, from 2012 to 2022.…”
Section: Introductionmentioning
confidence: 99%