<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-06-27T15:23:02Z</responseDate><request verb="GetRecord" identifier="oai:docta.ucm.es:20.500.14352/99555" metadataPrefix="mods">https://docta.ucm.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:docta.ucm.es:20.500.14352/99555</identifier><datestamp>2025-05-10T00:08:47Z</datestamp><setSpec>com_20.500.14352_14</setSpec><setSpec>col_20.500.14352_15</setSpec></header><metadata><mods:mods xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-1.xsd">
   <mods:name>
      <mods:namePart>Alonso Fernández, Cristina</mods:namePart>
   </mods:name>
   <mods:name>
      <mods:namePart>Calvo Morata, Antonio</mods:namePart>
   </mods:name>
   <mods:name>
      <mods:namePart>Freire Morán, Manuel</mods:namePart>
   </mods:name>
   <mods:name>
      <mods:namePart>Martínez Ortiz, Iván</mods:namePart>
   </mods:name>
   <mods:name>
      <mods:namePart>Fernández Manjón, Baltasar</mods:namePart>
   </mods:name>
   <mods:extension>
      <mods:dateAvailable encoding="iso8601">2024-02-06T14:15:21Z</mods:dateAvailable>
   </mods:extension>
   <mods:extension>
      <mods:dateAccessioned encoding="iso8601">2024-02-06T14:15:21Z</mods:dateAccessioned>
   </mods:extension>
   <mods:originInfo>
      <mods:dateIssued encoding="iso8601">2020</mods:dateIssued>
   </mods:originInfo>
   <mods:identifier type="citation">Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., &amp; Fernández-Manjón, B. (2020). Evidence-based evaluation of a serious game to increase bullying awareness. Interactive Learning Environments, 31(2), 644–654. https://doi.org/10.1080/10494820.2020.1799031</mods:identifier>
   <mods:identifier type="issn">1049-4820</mods:identifier>
   <mods:identifier type="doi">10.1080/10494820.2020.1799031</mods:identifier>
   <mods:identifier type="uri">https://hdl.handle.net/20.500.14352/99555</mods:identifier>
   <mods:identifier type="essn">1744-5191</mods:identifier>
   <mods:identifier type="officialurl">https://doi.org/10.1080/10494820.2020.1799031</mods:identifier>
   <mods:abstract>Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game’s effectiveness to increase awareness of bullying. In this paper, we describe: (1) the full process of tracking in-game interactions, analyzing the traces collected using the standard xAPI-SG format, and deriving game learning analytics variables (to be used as evidences); and (2) the use of those variables to predict the increase in bullying awareness. We consider that this process can be generalized and replicated to systematize, and therefore simplify, evidence-based evaluations for other serious games based on the interaction data of their players.</mods:abstract>
   <mods:language>
      <mods:languageTerm>eng</mods:languageTerm>
   </mods:language>
   <mods:accessCondition type="useAndReproduction">restricted access</mods:accessCondition>
   <mods:titleInfo>
      <mods:title>Evidence-based evaluation of a serious game to increase bullying awareness</mods:title>
   </mods:titleInfo>
   <mods:genre>journal article</mods:genre>
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