Publications

Journal Articles

In Press

  1. 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

  1. 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

  1. 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
  2. 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
  3. 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
  4. 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

  1. Rahimi, S. (2023). Going beyond the brick: Assessing and supporting creativity using AI-powered digital games. Creativity Research Journal, 37(2), 275–283. DOI
  2. 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
  3. 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

  1. 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
  2. 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
  3. 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

  1. Rahimi, S., & Shute, V. J. (2021). First inspire, then instruct to improve students’ creativity. Computers & Education, 174, 104312. DOI
  2. 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
  3. 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
  4. Shute, V. J., & Rahimi, S. (2021). Stealth assessment of creativity using video games. Computers in Human Behavior, 116, 106647. DOI

2020

  1. 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
  2. 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

  1. 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

  1. 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

  1. 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

  1. 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.
  2. 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.
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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
  2. 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

  1. 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

  1. 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.
  2. 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.
  3. 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

  1. 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

  1. 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

  1. Shute, V. J., Fulwider, G. C., Liu, Z., & Rahimi, S. (2023). Machine Learning. International Encyclopedia of Education (4th ed.), 83–91. Elsevier. DOI

2021

  1. Shute, V. J., Lu, X., & Rahimi, S. (2021). Stealth assessment. The Routledge Encyclopedia of Education, 1–9. Taylor & Francis.

2020

  1. Rahimi, S. (2020). Virtual Reality in education. The Iranian Encyclopedia of Curriculum and Instruction. Tehran, Iran.

Conference Proceedings

2025

  1. 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
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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

  1. 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.
  2. 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

  1. 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.
  2. 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

  1. Rahimi, S., Walker, J., Lin, L., & Shin, J. (2022). In pursuit of creativity in Minecraft: A mixed-method approach. ICLS 2022, 1397–1400. ISLS.
  2. 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

  1. 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

  1. 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

  1. 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).
  2. 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

  1. 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

  1. 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

  1. Shute, V. J., & Rahimi, S. (2022). Stealth assessment: A primer. Digital Promise & ISLS Rapid Community Report Series, 1–11. Link

White Papers

2024

  1. 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

  1. Rahimi, S. (2023, Nov 3). I decide to be creative and study it creatively. Messier Blog (Creativity). Post

2020

  1. Rahimi, S. (2020, Jun 22). The inspirational silver lining for learning in Iran. Silver Lining for Learning Blog. Post

Conference Presentations & Invited Talks

2025

  1. Rahimi, S., Esmaeiligoujar, S., Gao, R., Ercan, D., & Keawphonkrang, S. (Jun 2025). Effects of Digital Games on K–12 Students’ Growth Mindset. ICLS, Helsinki.
  2. 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.
  3. 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.
  4. 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)

  1. 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.
  2. 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.
  3. 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

  1. 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.
  2. 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).
  3. 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

  1. 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.
  2. Rahimi, S. (Jun 2023). Stealth assessment: A theory-driven, evidence-based approach. Jean Piaget Society, Spain.
  3. Rahimi, S., Walker, J., Lin-Lipsmeyer, L. (Oct 2023). Assessing creativity in Minecraft. AECT 2023, Orlando.
  4. 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).