Alonso Fernández, CristinaCalvo Morata, AntonioFreire Morán, ManuelMartínez Ortiz, IvánFernández Manjón, Baltasar2024-02-062024-02-062020-08-031049-48201744-519110.1080/10494820.2020.1799031https://hdl.handle.net/20.500.14352/99555Game 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.engAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/Evidence-based evaluation of a serious game to increase bullying awarenessjournal articleopen accessSerious gamesLearning analyticsStealth assessmentTechnology-enhanced learningGame-based learningE-learningEducaciónSoftware1203.10 Enseñanza Con Ayuda de Ordenador