Serious Games Analytics in VR Environments: A Two-Stage Systematic Literature Review

This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in VR are applied, along with the tools and methods used to evaluate their effectiveness. Predominantly applied in higher education, serious games in VR enhance student engagement, collaborative learning, and the comprehension of complex subjects. Common data collection methods include Electroencephalogram, eye tracking, and interaction logs, often analyzed with machine learning and statistical techniques to understand cognitive and behavioral learning aspects. The review also points out limitations, such as the narrow focus on two sources and a small sample size. It calls for future research to explore LA in augmented reality and mixed reality environments, incorporating studies on user experience and pedagogical strategies. This work contributes to the LA community by offering insights into the integration of advanced data collection and analytics techniques in immersive learning environments.

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Publication Details

Journal
Journal of Interactive Learning Research
Published
2025-01-01
DOI
https://doi.org/10.70725/640534sztuwx
Citations
3
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
5.81
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article

Serious Games Analytics in VR Environments: A Two-Stage Systematic Literature Review

Mirka Saarela, Ayaz Karimov, Aytaj Ismayilzada
3 citations
Journal of Interactive Learning Research
Virtual Reality Applications and Impacts
5.81
article

Serious Games Analytics in VR Environments: A Two-Stage Systematic Literature Review

Mirka Saarela, Ayaz Karimov, Aytaj Ismayilzada
article en
3 citations

Abstract

This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in VR are applied, along with the tools and methods used to evaluate their effectiveness. Predominantly applied in higher education, serious games in VR enhance student engagement, collaborative learning, and the comprehension of complex subjects. Common data collection methods include Electroencephalogram, eye tracking, and interaction logs, often analyzed with machine learning and statistical techniques to understand cognitive and behavioral learning aspects. The review also points out limitations, such as the narrow focus on two sources and a small sample size. It calls for future research to explore LA in augmented reality and mixed reality environments, incorporating studies on user experience and pedagogical strategies. This work contributes to the LA community by offering insights into the integration of advanced data collection and analytics techniques in immersive learning environments.

Journal of Interactive Learning ResearchVol. 36(1)
University of Jyväskylä (FI)
Openalex Percentile: Top 5%
Virtual Reality Applications and Impacts
5.81
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