Publications

In Press

  • Rafner, J., Sherson, J., Rahimi, S. et al. (in preparation). Hybrid intelligence manifesto: A socio-technical third way beyond AI-first automation and shallow human-centered oversight [Open-access manifesto and consortium position paper].
  • Shute, V. J., & Rahimi, S. (in press). Evidence-centered foundations of stealth assessment. In Robert Mislevy tribute. Study Group.
  • Esmaeiligoujar*, S. & Rahimi, S. (under review). Digital games’ impact on K-12 students’ 21st century skills: A systematic review. Submitted to the Gaming & Simulation journal.
  • Rahimi, S., Esmaeiligoujar*, S., Celik*, 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.
  • 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. (under review). COCA 2026: Consensus on creativity assessment. Nature Reviews Psychology.
  • Rahimi, S., Ercan*, D., Gao*, R., Esmaeiligoujar*, S. (under review). ProductiveMath: Human-in-the-Loop Generative AI for Scaling Productive Failure in Math Teaching and Learning. Submitted to Computers & Education.
  • Rahimi, S., Esmaeiligoujar*, S., Celik*, D., & Shute, V. J. (under review). Stealth assessments in technology-rich learning environments: A systematic review of implementation, modeling, and psychometric quality. Submitted to Review of Educational Research.
  • 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.
  • Rahimi, S., & Shute, V. J. (in press). Personalized learning in educational games using stealth assessment. In M. L. Bernacki & C. Walkington (Eds.), Handbook of Personalized Learning. Routledge.
  • Rahimi, S., Dede, C., Esmaeiligoujar, S., & Babaee, M. (in press). Augmenting human creativity with responsible and ethical use of generative AI. In M. Worwood & J. C. Kaufman (Eds.), Generative Artificial Intelligence and Creativity. Academic Press.
  • 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.
  • Rahimi, S., Shute, V. J., & Almond, R. G. (in press). Stealth assessments in digital learning environments: Current trends, new directions, and ethical considerations. Journal of Research on Technology in Education (JRTE).

2026

2025

  • 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
  • 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
  • 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
  • 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
  • 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.
  • Ercan, D., Esmaeiligoujar, S., & Rahimi, S. (2025). Improving Pre-K–12 Students’ Executive Functions Using Digital Games: A Systematic Review. ICLS 2025, 826–834. ISLS.
  • 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

  • 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/
  • 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
  • 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
  • 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
  • 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
  • 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.
  • Rahimi, S., & Shute, V. J. (2024). Stealth assessment: A theoretically grounded and psychometrically sound method. Educational Technology Research & Development, 72(5), 2417–2441.
  • 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.

2023

  • 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
  • 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
  • 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.
  • 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
  • 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
  • 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
  • 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
  • Rahimi, S., Walker, J., Lin, L., & Shin, J. (2023). Toward defining and assessing creativity in sandbox games. Creativity Research Journal, 36(2), 194–212.
  • Rafner, J., Wang, Q. J., et al. (2023). Towards game-based assessment of creative thinking. Creativity Research Journal, 35(4), 763–782.
  • Rahimi, S. (2023). Going beyond the brick: Assessing and supporting creativity using AI-powered digital games. Creativity Research Journal, 37(2), 275–283.

2022

  • 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).
  • Rahimi, S., Walker, J., Lin, L., & Shin, J. (2022). In pursuit of creativity in Minecraft: A mixed-method approach. In C., Chinn, E., Tan, C., Chan, & Kali, Y. (Eds.), International Collaboration toward Educational Innovation for All—the ICLS proceedings (pp. 1397-1400).
  • 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, 1–11. https://doi.org/10.1016/j.learninstruc.2021.101547
  • Shute, V. J., & Rahimi, S. (2022). Stealth assessment: A primer. Digital Promise & ISLS Rapid Community Report Series, 1–11.
  • 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.
  • Rahimi, S., Shute, V. J., et al. (2022). Timing of learning supports in educational games can impact students’ outcomes. Computers & Education, 190, 104600.

2021

  • 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.
  • 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.
  • Yang. X., Rahimi, S., Shute, V., 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 (ETRD). https://doi.org/10.1007/s11423-021-09974-7
  • 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
  • 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
  • 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 (ETRD). https://doi.org/10.1007/s11423-021-09994-3
  • 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
  • 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.
  • Shute, V. J., & Rahimi, S. (2021). Stealth assessment of creativity using video games. Computers in Human Behavior, 116, 106647.
  • Rahimi, S., & Shute, V. J. (2021). First inspire, then instruct to improve students’ creativity. Computers & Education, 174, 104312.

2020

  • 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/
  • Rahimi, S. (2020). Virtual Reality in education. The Iranian encyclopedia of curriculum and instruction (9 pages). Talaei, E. (Ed.). Tehran, Iran. www.daneshnamehicsa.ir.
  • Almond, R. G., Shute, V. J., Tingir, S., & Rahimi, S. (2020). Identifying observable outcomes in game-based assessments. In R. Lissitz and H. Jiao (Ed.), Applications of artificial intelligence to assessment (35 pages). Charlotte, NC: Information Age Publishing.
  • 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
  • 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), 1–15.

2019

  • 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.
  • 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.
  • 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.
  • Spann, C. A., Shute, V. J., Rahimi, S., & D’Mello, S. K. (2019). The productive role of cognitive reappraisal in regulating frustration during game-based learning. Computers in Human Behavior, 100, 358–369.

2018

  • Binti Mat Sin, N., Ab Aziz, A., Othman, H., Rahimi, S. A., & Woods, P. (2011). E-learning Islamic studies to form four students. Journal of Computer Technology and Application, 2, 439–448.
  • 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.
  • 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.
  • 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? ICLS 2018. London, UK.