2022
DOI: 10.1007/s10639-022-11087-4
|View full text |Cite
|
Sign up to set email alerts
|

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

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
28
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
6
2
1

Relationship

0
9

Authors

Journals

citations
Cited by 29 publications
(28 citation statements)
references
References 74 publications
0
28
0
Order By: Relevance
“…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%
“…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%
“…Serious games were always conceived as novel learning and teaching tools that combined learning with entertainment. In terms of educational contexts, serious games could bring better performance and more gain of knowledge in the learners when compared with the traditional way of instruction (Giannakos, 2013) in that serious educational games were tools that possessed the ability to better-learning equality, exert positive impacts on behavior, cognition, and emotion of the learners (Daoudi, 2022). In terms of healthcare, a serious game could be applied to deal with people with autism spectrum disorders, which was available to enhance the ability to recognize and show fundamental emotions of people with autism spectrum disorders (Dantas & do Nascimento, 2022).…”
Section: Introductionmentioning
confidence: 99%