Publications
* means students of Dr. Rahimi.
In Progress
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Shute, V. J., & Rahimi, S. (in press). Evidence-centered foundations of stealth assessment. [preprint] In Robert Mislevy tribute. Study Group.
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Esmaeiligoujar*, S. & Rahimi, S. (under review). Digital games’ impact on K-12 students’ 21st century skills: A systematic review. [Preprint] Submitted to the Gaming & Simulation journal.
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Rahimi, S., Esmaeiligoujar*, S., Ercan*, D., & Shute, V. J. (under review). Stealth assessments in technology-rich learning environments: A systematic review of implementation, modeling, and psychometric quality. [preprint] Submitted to Review of Educational Research.
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Rahimi, S., Babaee*, M., Esmaeiligoujar*, S., & Dede, C. (in press). Using Generative AI in K–12 Classrooms to Assess and Support Students’ Creativity: A Scoping Review. In R. Beghetto (Ed.), Oxford Handbook of Human Creativity × Generative AI in Education.
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Rahimi, S., Shute, V. J., & Almond, R. G. (in press). Stealth assessments in digital learning environments: Current trends, new directions, and ethical considerations. [preprint] Journal of Research on Technology in Education (JRTE).
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Rahimi, S., Esmaeiligoujar*, S., Ercan*, D., Gao*, R., Keawphonkrang*, S. (under review). Promoting growth mindset game-based learning: A systematic review of the literature. Submitted to the Gaming & Simulation journal.
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Weiss, S., Beaty, R. E., Acar, S., Baas, M., Barbot, B., Doebler, P., Dumas, D., Goecke, B., Green, A. E., Jaggy, A.-K., Kenett, Y. N., Kyllonen, P. C., Lebuda, I., Miroshnik, K. G., Organisciak, P., Rafner, J., Rahimi, S., Reiter-Palmon, R., Salvi, C., Saretzki, J., Sherson, J., Silvia, P. J., Steger, D., Stella, M., Urban, K., Urban, M., Viskontas, I., Volle, E., Wilhelm, O., & Benedek, M. (in press). COCA 2026: Consensus on creativity assessment. Nature Reviews Psychology.
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Rahimi, S., Esmaeiligoujar*, S., Gao*, R., & Ercan*, D. (under review). Generative AI for productive failure task design: A design-based research study and human-in-the-loop validation framework. Submitted to Computers & Education.
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Rahimi, S., Abduli, S., Mervarz, M., & McLaren, B. (in preparation). How to integrate learning supports in educational games to maximize learning without sacrificing the fun: A systematic review of the literature.
2026
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Sherson, J. F., Rafner, J., Reiter-Palmon, R., Lebuda, I., Söllner, M., Kenett, Y. N., Emruli, B., Rindle, M., Weiss, S., Goecke, B., Vinchon, F., Mao, Y., Dellermann, D., Rahimi, S., Marler, J. H., Nguyen, A., Bjerring, J. C., & DiPaola, S. (2026). Ensuring human authorship in the age of generative AI: The FERC framework for governed human–AI collaboration. Research Gate. https://doi.org/10.13140/RG.2.2.26276.03208/1
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Rahimi, S., Li, C., Esmaeiligoujar*, S., Ercan*, D., & Botelho, A. (2026). A Rubric-Guided Multimodal Approach Using High-Capacity LLMs Provides the Most Psychometrically Sound Creativity Assessment in a Learning Game. Creativity Research Journal. https://doi.org/10.1080/10400419.2026.2638384
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Yang, X., Rahimi, S. (2026). Prompting self-explanation in different gameplay contexts: effects on response quality and content learning. Education Tech Research Dev. https://doi.org/10.1007/s11423-026-10672-5
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Ercan*, D., & Rahimi, S. (2026). How generative AI is used in learning games: A systematic scoping review in K–12 settings. In B. K. Litts, D. DeLiema, C. Lee, S. Krist, A. Mawasi, L. Martin, & K. Kumpulainen (Eds.), Proceedings of the 20th International Conference of the Learning Sciences (ICLS 2026) (pp. 2935–2937). International Society of the Learning Sciences. https://doi.org/10.22318/icls2026.107684
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Rahimi, S., Babaee*, M., Esmaeiligoujar*, S., & Dede, C. (2026). Generative AI for creative learning in K–12 education: Insights from a systematic scoping review. In B. K. Litts, D. DeLiema, C. Lee, S. Krist, A. Mawasi, L. Martin, & K. Kumpulainen (Eds.), Proceedings of the 20th International Conference of the Learning Sciences (ICLS 2026) (pp. 1253–1257). International Society of the Learning Sciences. https://doi.org/10.22318/icls2026.109766
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Rahimi, S., Mehrvarz, M., Abdoli, S., Esmaeiligoujar*, S., & McLaren, B. (2026). Maximize learning and fun: How to integrate in-game learning supports into digital learning games. In Proceedings of the 20th International Conference of the Learning Sciences (ICLS 2026) (pp. 1213–1217). https://doi.org/10.22318/icls2026.100521
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Rahimi, S., Esmaeiligoujar*, S., Ercan*, D., Babaee*, M., & Gao*, R. (2026). Small vs large language models: Comparing language models in generating productive failure math problems. In Proceedings of the 20th International Conference of the Learning Sciences (ICLS 2026) (pp. 1223–1227). https://doi.org/10.22318/icls2026.113185
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Rahimi, S., Li, H., Esmaeiligoujar*, S., & Ercan*, D. (2026). Rubric-guided generative AI for scalable creativity assessment in educational games. In Proceedings of the 20th International Conference of the Learning Sciences (ICLS 2026) (pp. 2828–2830). https://doi.org/10.22318/icls2026.756846
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Leite, W. L., Kumar, K. S., Magnan, J., Hammerschmidt-Snidarich, S., Rahimi, S., & Liu, Z. (2026). Automated scoring of oral reading fluency: An examination of validity evidence. In Proceedings of the Artificial Intelligence in Measurement and Education Conference (AIME-Con): Full Papers (pp. 472–482). National Council on Measurement in Education. https://aclanthology.org/2026.aimecon-main.53/
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Rahimi, S., & Shute, V. J. (2025). Personalized learning in educational games using stealth assessment. In M. L. Bernacki, C. Walkington, A. Emery, & L. Zhang (Eds.), Handbook of personalized learning (pp. 77–93). Routledge. https://doi.org/10.4324/9781032719467-7
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Rahimi, S., Dede, C., Esmaeiligoujar, S., & Babaee, M. (2026). Augmenting human creativity with responsible and ethical use of generative AI. In M. J. Worwood & J. C. Kaufman (Eds.), Generative artificial intelligence and creativity: Possibilities, precautions, and perspectives (pp. 87–99). Academic Press. https://doi.org/10.1016/B978-0-443-34073-4.00010-1
2025
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Toofaninejad, E., Bagheri, S., Kalantarion, M., & Rahimi, S. (2025). Unlocking knowledge or trapped in distraction? Use of escape room to enhance medical education. Journal of Taibah University Medical Sciences, 20(3), 332–334. https://doi.org/10.1016/j.jtumed.2025.05.001
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Mehrvarz, M., Abdoli, S., Kahveci, E. N., Rahimi, S., & McLaren, B. M. (2025). The Impact of Hint Modality in Digital Game-Based Learning: A Systematic Literature Review. In Rajala, A., et al. (Eds.), Proceedings of the 19th International Conference of the Learning Sciences – ICLS 2025 (pp. 2939-2941). https://repository.isls.org//handle/1/11646
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Walker, J. T., Rahimi, S., Barany, A., & Lin-Lipsmeyer, L. (2025). Generative Inquiry: Creativity Assessments of Youth Epistemic Agency and in a Computational Data Science Workshop. In Rajala, A., et al. (Eds.), Proceedings of the 19th International Conference of the Learning Sciences – ICLS 2025 (pp. 538-546). https://repository.isls.org//handle/1/11775
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Leite, W. L., Hammerschmidt-Snidarich, S., Huggins-Manley, A. C., Karakis, H. K., Lane, H., Rahimi, S., Shen, Q., Tai, X., & Schmidt, M. (2025). Storiza: A Platform to Support Children’s Oral Reading Fluency Development With Generative Ai. In Rajala, A., et al. (Eds.), Proceedings of the 19th International Conference of the Learning Sciences – ICLS 2025 (pp. 1574-1578). https://repository.isls.org//handle/1/11320
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Rahimi, S., Esmaeiligoujar*, S., Gao*, R., Ercan*, D., & Keawphonkrang*, S. (2025). The Effects of Digital Games on Pre-K-12 Students’ Growth Mindset: A Systematic Review. In Rajala, A., et al. (Eds.), Proceedings of the 19th International Conference of the Learning Sciences – ICLS 2025 (pp. 476-483). https://repository.isls.org//handle/1/11768
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Ercan*, D., Esmaeiligoujar*, S., & Rahimi, S. (2025). Improving Pre-K–12 students’ executive functions using digital games: A systematic review. In Proceedings of the International Conference of the Learning Sciences (ICLS 2025) (pp. 826–834). International Society of the Learning Sciences.
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Rahimi, S., Ercan*, D., Gao*, R., Esmaeiligoujar*, S., Babaee*, M., et al. (2025). ProductiveMath: A Generative-AI-Powered App to Support Productive Failure Teaching. AIED 2025, 344–351. Springer.
2024
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Habibi, A., Toofaninejad, E., Rahimi, S., & Kalantarion, M. (2024). The Transformative Impact of Stealth Assessment on Medical Education. Journal of Advances in Medical Education & Professionalism, 12(3), 208-210. https://doi.org/10.30476/jamp.2024.101479.1931
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Rahimi, S., Almond, R., Weisberga*, L., Ramírez-Salgadoa*, A., Lua*, J., Myersa*, T., Song*, Y., Wanga*, X., Christine*, W., Francoisa*, M., Wanga*, B., Mosesa*, J., & Wrighta*, E. (2024). Competency model development: The backbone of successful stealth assessments. Journal of Computer Assisted Learning (JCAL). https://doi.org/10.1111/jcal.13025
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Rahimi, S., & Shute, V. J. (2024). Stealth assessment: A theoretically grounded and psychometrically sound method. Educational Technology Research & Development, 72(5), 2417–2441. https://doi.org/10.1007/s11423-023-10232-1
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Rahimi, S., Smith, J. B., et al. (2024). An automated, unobtrusive, formative assessment of creativity in a computer science and music remixing learning environment. Psychology of Aesthetics, Creativity, and the Arts. https://doi.org/10.1037/aca0000683
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Esmaeiligoujar*, S., Rahimi, S., & Babaee*, M. (2024). Using Digital Games to Enhance 21st-Century Skills Development in K-12 Education: A Systematic Review. In Lindgren, R., et al. (Eds.), Proceedings of the 18th International Conference of the Learning Sciences – ICLS 2024 (pp. 2197-2198). https://repository.isls.org//handle/1/10933
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Babaee*, M., Rahimi, S., & Esmaeiligoujar*, S. (2024). Fostering K-12 Students’ Computational Thinking Skills Using Collaborative Technology-rich Learning Environments: A Systematic Review. In Lindgren, R., et al. (Eds.), Proceedings of the 18th International Conference of the Learning Sciences – ICLS 2024 (pp. 786-792). https://repository.isls.org//handle/1/11170
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Rahimi, S., Esmaeiligoujar*, S. (2024). UF’s Artificial Intelligence in Education Workshop: A State-of-the-Art Perspective from Academia and Industry. Institute of Advance Learning Technologies (IALT), University of Florida. https://ialt.education.ufl.edu/ai-in-education-workshop/
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Rahimi, S., & Esmaeiligoujar*, S. (2024). UF’s AI in Education Workshop: A Perspective from Academia and Learning Industry. Digital Promise & ISLS Rapid Community Report Series, 1–20.
2023
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Rahimi, S., Walker, J., Lin, L., & Shin, J. (2023). Toward defining and assessing creativity in sandbox games. Creativity Research Journal, 36(2), 194–212. https://doi.org/10.1080/10400419.2022.2156477
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Rafner, J., Wang, Q. J., et al. (2023). Towards game-based assessment of creative thinking. Creativity Research Journal, 35(4), 763–782. https://doi.org/10.1080/10400419.2023.2198845
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Rahimi, S. (2023). Going beyond the brick: Assessing and supporting creativity using AI-powered digital games. Creativity Research Journal, 37(2), 275–283. https://doi.org/10.1080/10400419.2023.2241779
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Rahimi, S., Shute, V., Khodabandelou, R., Kuba, R., Babaee*, M., & Esmaeiligoujar*, S. (2023). Stealth assessment: A systematic review of the literature. In Blikstein, P., et al. (Eds.), Proceedings of the 17th International Conference of the Learning Sciences – ICLS 2023 (pp. 1977-1978). https://repository.isls.org//handle/1/10118
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Rahimi, S. (2023, November 3). I decide to be creative and study it creatively [Blog post]. Messier Website’s Blog Posts on Creativity. https://www.messier.co/post/i-decide-to-be-creative-and-study-it-creatively
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Rahimi, S., Smith, J. B., Truesdell, E. J.K., Vinay, A., Boyer, K. E., Magerko, B., Freeman, J., & Mcklin, T. (2023). Validity and Fairness of an Automated Assessment of Creativity in Computational Music Remixing. CEUR Workshop Proceedings at AI in Education 2023 Conference: Automated Assessment and Guidance of Project Workshop.
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Shute, V. J., Fulwider, G. C., Liu, Z., & Rahimi, S. (2023). Machine Learning. In R. Tierney, F. Rizvi, & K. Ercikan (Eds.), International encyclopedia of education (4th Edition) (pp. 83-91). Oxford, UK: Elsevier Publishers. https://doi.org/10.1016/B978-0-12-818630-5.14013-8
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Smith, G., Shute, V. J., Rahimi, S., Kuba, R., & Dai, C.-P. (2023). Stealth assessment and digital learning game design. In M. P. McCreery, & S. K., Krach (Eds.), Games as stealth assessments (pp. 81-100). Hershey, PA: IGI Global. https://doi.org/10.4018/979-8-3693-0568-3.ch004
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Rahimi, S., Almond, R., Shute, V. (2023). Stealth assessment’s technical architecture. In M. P. McCreery, & S. K., Krach (Eds.), Games as stealth assessments (pp. 61-80). Hershey, PA: IGI Global. https://doi.org/10.4018/979-8-3693-0568-3.ch003
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Rahimi, S., Almond, R., Shute, V., Sun, C. (2023). Getting the first and second decimals right: Psychometrics of stealth assessment. In M. P. McCreery, & S. K., Krach (Eds.), Games as stealth assessments (pp. 125-153). Hershey, PA: IGI Global. https://doi.org/10.4018/979-8-3693-0568-3.ch006
2022
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Bainbridge, K., Shute, V. J., Rahimi, S., Liu, Z., Slater, S., Baker, R. S., & D’Mello, S. (2022). Does embedding learning supports enhance transfer during game-based learning? A case study with Physics Playground. Learning and Instruction, 77, Article 101547. https://doi.org/10.1016/j.learninstruc.2021.101547
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Yang, X., Rahimi, S., et al. (2022). Exploring students’ behavioral patterns when playing educational games with learning supports at different timings. Educational Technology Research and Development, 70(4), 1441–1471. https://doi.org/10.1007/s11423-022-10125-9
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Rahimi, S., Shute, V. J., et al. (2022). Timing of learning supports in educational games can impact students’ outcomes. Computers & Education, 190, 104600. https://doi.org/10.1016/j.compedu.2022.104600
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Rahimi, S., Fulwider, C., Jiang, S. & Shute, V. J. (2022). Predicting learning gains in an educational game using feature engineering and machine learning. In C., Chinn, E., Tan, C., Chan, & Kali, Y. (Eds.), International Collaboration toward Educational Innovation for All—the ICLS proceedings (pp. 2124-2125).
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Rahimi, S., Walker, J., Lin, L., & Shin, J. (2022). In pursuit of creativity in Minecraft: A mixed-method approach. In C. A. Chinn, E. Tan, C. Chan, & Y. Kali (Eds.), International collaboration toward educational innovation for all: Proceedings of the 16th International Conference of the Learning Sciences (ICLS 2022) (pp. 1397–1400).
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Shute, V. J., & Rahimi, S. (2022). Stealth assessment: A primer. Digital Promise & International Society of the Learning Sciences.
2021
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Yang, X., Rahimi, S., Shute, V. J., Kuba, R., Smith, G., & Alonso Fernández, C. (2021). The relationship among prior knowledge, accessing learning supports, learning outcomes, and game performance in educational games. Educational Technology Research and Development. https://doi.org/10.1007/s11423-021-09974-7
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Rahimi, S., Shute, V. J., & Zhang, Q. (2021). The effect of game difficulty and conceptual difficulty on student persistence in a learning game: a hierarchical linear modeling approach. International Journal of Technology in Education & Science. 5(2), 141-165. https://doi.org/10.46328/ijtes.118
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Rahimi, S., Shute, V. J., Kuba, R., Dai, C-P., Yang. X., Smith, G., & Alonso Fernández, C. (2021). The use and effects of incentive systems on learning and performance in educational games. Computers & Education. https://doi.org/10.1016/j.compedu.2021.104135
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Kuba, R., Rahimi, S., Smith, G., Shute, V., Dai, C-P. (2021). Using the first principles of instruction and multimedia learning principles to design and develop in-game learning support videos. Educational Technology Research and Development. https://doi.org/10.1007/s11423-021-09994-3
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Rafner, J., Biskjær, M. M., Zana, B., Langsford, S., Bergenholtz, C., Rahimi, S., Carugati, A., Noy, L., & Sherson, J. (2021). Digital games for creativity assessment: Strengths, weaknesses and opportunities. Creativity Research Journal, 1–27. https://doi.org/10.1080/10400419.2021.1971447
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Shute, V. J., & Rahimi, S. (2021). Stealth assessment of creativity using video games. Computers in Human Behavior, 116, 106647. https://doi.org/10.1016/j.chb.2020.106647
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Rahimi, S., & Shute, V. J. (2021). First inspire, then instruct to improve students’ creativity. Computers & Education, 174, 104312. https://doi.org/10.1016/j.compedu.2021.104312
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Shute, V. J., Lu, X., & Rahimi, S. (2021). Stealth assessment. In J. M. Spector (Ed.), The Routledge Encyclopedia of Education (pp. 1-9). London, UK: Taylor & Francis group. https://doi.org/10.4324/9781138609877-REE58-1
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Rahimi, S., & Shute, V. (2021). The Effects of Video Games on Creativity. In S. Russ, J. Hoffmann, & J. Kaufman (Eds.), The Cambridge Handbook of Lifespan Development of Creativity (pp. 368-392). Cambridge: Cambridge University Press. https://doi.org/10.1017/9781108755726.021
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Rahimi, S., & Shute, V. J. (2021). Learning analytics dashboards in educational games. In Sahin & Ifenthaler (Eds.), Visualizations and Dashboards for Learning Analytics, pp. 527–546. Springer. https://doi.org/10.1007/978-3-030-81222-5_24
2020
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Shute, V. J., Smith, G., Kuba, R., Dai, C-P., Rahimi, S., Liu, Z., & Almond, R. G. (2020). The design, development, and testing of learning supports for the Physics Playground game. International Journal of Artificial Intelligence in Education. https://doi.org/10.1007/s40593-020-00196-1
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Shute, V. J., Rahimi, S., et al. (2020). Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity, and learning supports in educational games. Journal of Computer-Assisted Learning, 37(1), 127-141. https://doi.org/10.1111/jcal.12473
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Rahimi, S. (2020, June 22). The inspirational silver lining for learning in Iran [Blog post]. Silver Lining for Learning Initiative Blog. https://silverliningforlearning.org/the-inspirational-silver-lining-for-learning-in-iran/
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Rahimi, S. (2020). Virtual Reality in education. The Iranian encyclopedia of curriculum and instruction (9 pages). Talaei, E. (Ed.). Tehran, Iran. www.daneshnamehicsa.ir.
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Almond, R. G., Shute, V. J., Tingir, S., & Rahimi, S. (2020). Identifying observable outcomes in game-based assessments. In R. Lissitz & H. Jiao (Eds.), Applications of artificial intelligence to assessment. Information Age Publishing.
2019
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Spann, C. A., Shute, V. J., Rahimi, S., & D’Mello, S. K. (2019). The productive role of cognitive reappraisal in regulating affect during game-based learning. Computers in Human Behavior, 100, 358–369. https://doi.org/10.1016/j.chb.2019.03.002
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Shute, V. J., Rahimi, S., & Lu, X. (2019). Supporting learning in educational games: Promises and challenges. In P. Díaz, A. Ioannou, K. K. Bhagat, & J. M. Spector (Eds.), Learning in a Digital World. New York, NY: Springer. https://doi.org/10.1007/978-981-13-8265-9_4
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Shute, V. J., Rahimi, S., & Smith, G. (2019). Game-based learning analytics in Physics Playground. In M. Chang, & A. Tlili (Eds.), Data analytics approaches in educational games and gamification systems (26 pages). New York: Springer. https://doi.org/10.1007/978-981-32-9335-9_4
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Shute, V. J., Ke, F., Almond, R. G., Rahimi, S., et al. (2019). How to increase learning while not decreasing the fun in educational games. In R. Feldman (Ed.), Learning Science: Theory, Research, and Practice. McGraw-Hill.
2018 & Earlier
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Binti Mat Sin, N., Ab Aziz, A., Othman, H., Rahimi, S. A., & Woods, P. (2011). E-learning Islamic studies for form four students. Computer Technology and Application, 2(6), 439–448. https://doi.org/10.17265/1934-7332/2011.06.004
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Shute, V. J., & Rahimi, S. (2017). Review of computer-based assessment for learning in elementary and secondary education. Journal of Computer Assisted Learning, 33(1), 1–19. https://doi.org/10.1111/jcal.12172
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Agharazidermani, M., Song, H., & Rahimi, S. (2011). Microblogging as an educational tool to advance learning: case studies and recent reports. In EDULEARN11 Proceedings (pp. 6181-6190). IATED. July 2011, Barcelona, Spain.
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Rahimi, S., Song H., & Agharazidermani M. (2011). Perception and experiences of undergraduate students on using second life as a learning tool. In EDULEARN11 Proceedings (pp. 6181-6190). IATED. July 2011, Barcelona, Spain.
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Rahimi, S., & Shute, V. J. (2016). Designing the class as a game to promote active learning in K–12 education. AECT 2016 Proceedings, 109–117.
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Karumbaiah, S., Rahimi, S., Baker, R. S., Shute, V. J., & D’Mello, S. (2018). Is student frustration in learning games more associated with game mechanics or conceptual understanding? In Proceedings of the International Conference of the Learning Sciences (ICLS 2018). International Society of the Learning Sciences.
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Shute, V. J., Rahimi, S., & Sun, C. (2017). Measuring and supporting learning in educational games. In M. F. Young & S. T. Slota (Eds.), Exploding the castle: Rethinking how video games and game mechanics can shape the future of education. Information Age Publishing.
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Shute, V. J., Rahimi, S., & Emihovich, B. (2018). Assessment for learning in immersive environments. In D. Liu, C. Dede, R. Huang, & J. Richards (Eds.), Virtual, augmented, and mixed realities in education. Springer. https://doi.org/10.1007/978-981-10-5490-7_5
