Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda
Author:
Publisher
Springer Science and Business Media LLC
Subject
Library and Information Sciences,Education
Link
https://link.springer.com/content/pdf/10.1007/s10639-022-11087-4.pdf
Reference83 articles.
1. Abdellatif, A. J., McCollum, B., & McMullan, P. (2018). Serious games : Quality characteristics evaluation framework and case study. 2018 IEEE Integrated STEM Education Conference (ISEC). https://doi.org/10.1109/ISECON.2018.8340460
2. Abt, C. C. (1987). Serious Games. University Press of America.
3. Ahern, S. J. (2018). The potential and pitfalls of learning analytics as a tool for supporting student wellbeing. Journal of Learning and Teaching in Higher Education, 1(2), 165–172. https://doi.org/10.29311/jlthe.v1i2.2812
4. Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., & Fernandez-Manjon, B. (2017). Systematizing game learning analytics for serious games. 2017 IEEE Global Engineering Education Conference (EDUCON). https://doi.org/10.1109/EDUCON.2017.7942988
5. Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., & Fernández-Manjón, B. (2019). Applications of data science to game learning analytics data : A systematic literature review. Computers & Education, 141, 103612. https://doi.org/10.1016/j.compedu.2019.103612
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