Publications
Journal Articles
In Press
- 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).
2025
- 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. DOI
2024
- Rahimi, S., Smith, J. B., Truesdell, E. J. K., Vinay, A., Boyer, K. E., Magerko, B., Freeman, J., & McKlin, T. (2024). An automated, unobtrusive, formative assessment of creativity in a computer science and music remixing learning environment. Psychology of Aesthetics, Creativity, and the Arts (advance online publication). DOI
- Rahimi, S., Almond, R., Weisberga, L., Ramírez-Salgado, A., Lu, J., Myers, T., Song, Y., Wang, X., Christine, W., Francois, M., Wang, B., Moses, J., & Wright, E. (2024). Competency model development: The backbone of successful stealth assessments. Journal of Computer Assisted Learning. DOI
- 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. DOI
- Rahimi, S., & Shute, V. J. (2024). Stealth assessment: a theoretically grounded and psychometrically sound method to assess, support, and investigate learning in technology-rich environments. Educational Technology Research & Development, 72(5), 2417–2441. DOI
2023
- Rahimi, S. (2023). Going beyond the brick: Assessing and supporting creativity using AI-powered digital games. Creativity Research Journal, 37(2), 275–283. DOI
- Rafner, J., Wang, Q. J., Gadjacz, M., Badts, T., Baker, B., Bergenholtz, C., Biskjaer, M. M., Bui, T., Carugati, A., de Cibeins, M., Noy, L., Rahimi, S., Tylén, K., Zana, B., Beaty, R. E., & Sherson, J. (2023). Towards game-based assessment of creative thinking. Creativity Research Journal, 35(4), 763–782. DOI
- Rahimi, S., Walker, J., Lin, L., & Shin, J. (2023). Toward defining and assessing creativity in sandbox games. Creativity Research Journal, 36(2), 194–212. DOI
2022
- Rahimi, S., Shute, V. J., Fulwider, C., Bainbridge, K., Kuba, R., Yang, X., Smith, G., Baker, R., & D’Mello, S. (2022). Timing of learning supports in educational games can impact students’ outcomes. Computers & Education, 190, 104600. DOI
- Yang, X., Rahimi, S., Fulwider, C., & Smith, G., Shute, V. (2022). Exploring students’ behavioral patterns when playing educational games with learning supports at different timings. Educational Technology Research and Development, 70(4), 1441–1471. DOI
- 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, 101547. DOI
2021
- Rahimi, S., & Shute, V. J. (2021). First inspire, then instruct to improve students’ creativity. Computers & Education, 174, 104312. DOI
- 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. DOI
- 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. DOI
- Shute, V. J., & Rahimi, S. (2021). Stealth assessment of creativity using video games. Computers in Human Behavior, 116, 106647. DOI
2020
- Shute, V. J., Rahimi, S., Smith, G., Ke, F., Almond, R., Dai, C-P., Kamikabeya, R., Liu, Z., Yang, X., & Sun, C. (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. DOI
- Shute, V. J., Smith, G., Kamikabeya, 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, 1–23. DOI
2019
- 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. DOI
2017
- 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. DOI
2011
- 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.
Book Chapters
In 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. Oxford.
- 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., & Shute, V. J. (in press). Personalized learning in educational games using stealth assessment. In M. L. Bernacki & C. Walkington (Eds.), Handbook of Personalized Learning (Part I). Routledge.
2023
- Rahimi, S., Almond, R., & Shute, V. (2023). Stealth assessment’s technical architecture. In McCreery & Krach (Eds.), Games as Stealth Assessments, pp. 61–80. IGI Global. DOI
- Rahimi, S., Almond, R., Shute, V. J., & Sun, C. (2023). Getting the first and second decimals right: Psychometrics of stealth assessment. In McCreery & Krach (Eds.), Games as Stealth Assessments, pp. 125–153. IGI Global. DOI
- Smith, G., Shute, V. J., Rahimi, S., Kuba, R., & Dai, C.-P. (2023). Stealth assessment and digital learning game design. In McCreery & Krach (Eds.), Games as Stealth Assessments, pp. 81–100. IGI Global. DOI
2021
- 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. DOI
- Rahimi, S., & Shute, V. (2021). The effects of video games on creativity. In Russ, Hoffmann, & Kaufman (Eds.), The Cambridge Handbook of Lifespan Development of Creativity, pp. 368–392. Cambridge University Press. DOI
2020
- Almond, R. G., Shute, V. J., Tingir, S., & Rahimi, S. (2020). Identifying observable outcomes in game-based assessments. In Lissitz & Jiao (Eds.), Applications of Artificial Intelligence to Assessment. IAP.
2019
- Shute, V. J., Ke, F., Almond, R. G., Rahimi, S., Smith, G., & Lu, X. (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.
- 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. Springer.
- Shute, V. J., Rahimi, S., & Lu, X. (2019). Supporting learning in educational games: Promises and challenges. In Díaz et al. (Eds.), Learning in a Digital World. Springer.
2018
- Shute, V. J., Rahimi, S., & Emihovich, B. (2018). Assessment for learning in immersive environments. In Lui, Dede, Huang, & Richards (Eds.), Virtual, Augmented, and Mixed Realities in Education, pp. 71–89. Springer.
2017
- Shute, V. J., Rahimi, S., & Sun, C. (2017). Measuring and supporting learning in educational games. In Young & Slota (Eds.), Exploding the Castle, pp. 192–210. IAP.
Encyclopedia & Reference Entries
2023
- Shute, V. J., Fulwider, G. C., Liu, Z., & Rahimi, S. (2023). Machine Learning. International Encyclopedia of Education (4th ed.), 83–91. Elsevier. DOI
2021
- Shute, V. J., Lu, X., & Rahimi, S. (2021). Stealth assessment. The Routledge Encyclopedia of Education, 1–9. Taylor & Francis.
2020
- Rahimi, S. (2020). Virtual Reality in education. The Iranian Encyclopedia of Curriculum and Instruction. Tehran, Iran.
Conference Proceedings
2025
- Rahimi, S., Ercan, D., Gao, R., Esmaeiligoujar, S., Babaee, M., Li, H., Zhang, S., Lee, S., Closser, A., & Botelho, A. (2025). ProductiveMath: A Generative-AI-Powered App to Support Productive Failure Teaching. AIED 2025, 344–351. Springer. DOI
- 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. Proceedings
- 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. ICLS 2025, 476–483. ISLS.
- 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. ICLS 2025, 1574–1578. ISLS.
- Walker, J. T., Rahimi, S., Barany, A., & Lin-Lipsmeyer, L. (2025). Generative Inquiry: Creativity Assessments of Youth Epistemic Agency in a Computational Data Science Workshop. ICLS 2025, 538–546. ISLS.
- 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. ICLS 2025, 2939–2941. ISLS.
2024
- Babaee, M., Rahimi, S., & Esmaeiligoujar, S. (2024). Fostering K-12 Students’ Computational Thinking Skills Using Collaborative Technology-rich Learning Environments: A Systematic Review. ICLS 2024, 786–792. ISLS.
- Esmaeiligoujar, S., Rahimi, S., & Babaee, M. (2024). Using Digital Games to Enhance 21st-Century Skills Development in K-12 Education: A Systematic Review. ICLS 2024, 2197–2198. ISLS.
2023
- 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. AIED 2023 Workshop (CEUR), 36–44.
- Rahimi, S., Shute, V., Khodabandelou, R., Kuba, R., Babaee, M., & Esmaeiligoujar, S. (2023). Stealth assessment: A systematic review of the literature. ICLS 2023, 1977–1978. ISLS.
2022
- Rahimi, S., Walker, J., Lin, L., & Shin, J. (2022). In pursuit of creativity in Minecraft: A mixed-method approach. ICLS 2022, 1397–1400. ISLS.
- Rahimi, S., Fulwider, C., Jiang, S., & Shute, V. J. (2022). Predicting learning gains in an educational game using feature engineering and machine learning. ICLS 2022, 2124–2125. ISLS.
2018
- 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.
2016
- Rahimi, S., & Shute, V. J. (2016). Designing the class as a game to promote active learning in K–12 education: A literature review. AECT 2016 Proceedings, 109–117. Las Vegas, NV.
2011
- Rahimi, S., Song, H., & Agharazidermani, M. (2011). Perception and experiences of undergraduate students on using Second Life as a learning tool. EDULEARN11, 6181–6190. IATED (Barcelona).
- Agharazidermani, M., Song, H., & Rahimi, S. (2011). Microblogging as an educational tool to advance learning: case studies and recent reports. EDULEARN11, 6191–6196. IATED (Barcelona).
2010
- Othman, H., Rahimi, S., & Mat Sin, N. (2010). Effectiveness of e-learning Islamic studies for Form Four students. Regional Conference on Knowledge Integration in ICT, Kuala Lumpur.
Other Refereed Publications
2024
- 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. Link
2022
- Shute, V. J., & Rahimi, S. (2022). Stealth assessment: A primer. Digital Promise & ISLS Rapid Community Report Series, 1–11. Link
White Papers
2024
- Rahimi, S., & Esmaeiligoujar, S. (2024). UF’s Artificial Intelligence in Education Workshop: A State-of-the-Art Perspective from Academia and Industry. Institute for Advanced Learning Technologies (IALT), University of Florida. Summary
Invited Posts on Educational Blogs
2023
- Rahimi, S. (2023, Nov 3). I decide to be creative and study it creatively. Messier Blog (Creativity). Post
2020
- Rahimi, S. (2020, Jun 22). The inspirational silver lining for learning in Iran. Silver Lining for Learning Blog. Post
Conference Presentations & Invited Talks
2025
- Rahimi, S., Esmaeiligoujar, S., Gao, R., Ercan, D., & Keawphonkrang, S. (Jun 2025). Effects of Digital Games on K–12 Students’ Growth Mindset. ICLS, Helsinki.
- Rahimi, S., Celik, D., Gao, R., Esmaeiligoujar, S., Li, H. C., & Botelho, A. (Apr 2025). Using Generative AI for Automated Human-Creativity Assessment and Machine Creativity in a Sandbox Game. AERA, Denver.
- Rahimi, S., Li, H., Celik, D., Esmaeiligoujar, S., Gao, R., & Botelho, A. (Mar 2025). Automated Human-Creativity Assessment and Machine Creativity in a Sandbox Game Using Generative AI. APA Division 10 (SPACA), New Haven, CT.
- Rahimi, S., Ercan, D., Gao, R., Esmaeiligoujar, S., Babaee, M., Li, H., Zhang, S., Lee, S., Closser, A., & Botelho, A. (Jul 2025). ProductiveMath: A Generative-AI Web-based Application to Support Productive Failure Teaching. AIED, Palermo.
2025 (FERA & UF Symposiums)
- Rahimi, S., Esmaeiligoujar, S., Ercan, D., Babaee, M., & Gao, R. (Nov 2025). Small vs. Large Language Models: Comparing Language Models in Generating Productive Failure Math Problems. FERA, Fort Myers, FL.
- Rahimi, S., Esmaeiligoujar, S., Gao, R., Ercan, D., & Babaee, M. (Nov 2025). ProductiveMath: A Human-in-the-Loop AI Web-based Application to Support Teachers in Productive Failure Teaching in Algebra. FERA, Fort Myers, FL.
- Rahimi, S., Gao, R., Celik, D., Esmaeiligoujar, S., Li, H. C., & Botelho, A. (Apr 2025). Using Generative AI for Automated Creativity Assessment & Machine Creativity in a Sandbox Game. AERA, Denver.
2024
- Rahimi, S., Smith, J. B., Truesdell, E. J. K., Vinay, A., Boyer, K. E., Magerko, B., Freeman, J., & McKlin, T. (Mar 2024). A Validation Study of an Automated, Formative Assessment of Creativity in a Computational Music Remixing Learning Environment. PACA Division 10 Symposium, Denton, TX.
- Esmaeiligoujar, S., Rahimi, S., & Babaee, M. (Apr–Jun 2024). 21st-Century Skills Development Through Educational Digital Games: A Systematic Review. AERA 2024 (poster); ISLS 2024 (poster).
- Babaee, M., Rahimi, S., & Esmaeiligoujar, S. (Apr–Jun 2024). Fostering K-12 Students’ Computational Thinking Skills Using Collaborative Technology-Rich Learning Environments. AERA 2024; ISLS 2024.
2023
- Rahimi, S., Shute, V., Khodabandelou, R., Kuba, R., Babaee, M., & Esmaeiligoujar, S. (Jun 2023). Stealth assessment: A systematic review of the literature. ISLS 2023, Montreal.
- Rahimi, S. (Jun 2023). Stealth assessment: A theory-driven, evidence-based approach. Jean Piaget Society, Spain.
- Rahimi, S., Walker, J., Lin-Lipsmeyer, L. (Oct 2023). Assessing creativity in Minecraft. AECT 2023, Orlando.
- Rahimi, S., Smith, J. B., Truesdell, E. J. K., Vinay, A., Boyer, K. E., Magerko, B., Freeman, J., & McKlin, T. (Jul 2023). Validity and fairness of an automated assessment of creativity in computational music remixing. AIED 2023 Workshop (Tokyo).