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Recently, games have started to be used in the educational field to teach different subjects. In fact, according to different research works, educational games have made learners more motivated and interested in learning. At the same time, learning analytics is gaining an increasing attention because it supports evaluating the learner, the given courses and the learning environment. This paper presents...
Serious games, or games created for purposes beyond entertainment, facilitate communication between educators and learners. By harnessing the lessons prescribed by research and commercial entertainment games, serious games can teach, provide feedback, and evaluate learning, all within a single system. However, development is complex and rife with pitfalls. This paper describes lessons learned from...
Previous research has shown that either asking students to explain their answers or providing explanatory feedback can be effective ways to increase learning from an educational game. This study focused on an educational physics game about Newton's 3 Laws of Motion called SURGE: The Fuzzy Chronicles. Eighty-six middle school students played one of three versions of the game: (1) the base version with...
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