This article presents a systematic literature review (SLR) using the PRISMA methodology, a search protocol and the snowball technique. Using this approach, we examine how learning analytics have been applied in the context of serious games (SG), highlighting the processes undertaken and the results obtained so far. The terms “serious games” and “serious video games” refer to multimedia resources designed to support education, combining motivational elements with a meaningful pedagogical approach. The main purpose of this review is to identify the methodologies employed in the context of serious games, to analyze and interpret student interaction and learning achieved, and to evaluate how these tools influence their adoption as educational material. In the first stage, 149 studies were collected, of which 129 were analyzed in depth, resulting in the acceptance of 14 studies that met the established criteria and methodologies. These works focus on two main aspects: the proper application of learning analytics as a basis for game design and the detailed analysis of interactions in game environments.

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Learning Analytics Applied to Serious Games: A Systematic Literature Review

  • Gladys Jacqueline Rivera-Uscanga,
  • Viviana Yarel Rosales-Morales,
  • Edgard Iván Benítez-Guerrero

摘要

This article presents a systematic literature review (SLR) using the PRISMA methodology, a search protocol and the snowball technique. Using this approach, we examine how learning analytics have been applied in the context of serious games (SG), highlighting the processes undertaken and the results obtained so far. The terms “serious games” and “serious video games” refer to multimedia resources designed to support education, combining motivational elements with a meaningful pedagogical approach. The main purpose of this review is to identify the methodologies employed in the context of serious games, to analyze and interpret student interaction and learning achieved, and to evaluate how these tools influence their adoption as educational material. In the first stage, 149 studies were collected, of which 129 were analyzed in depth, resulting in the acceptance of 14 studies that met the established criteria and methodologies. These works focus on two main aspects: the proper application of learning analytics as a basis for game design and the detailed analysis of interactions in game environments.