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Seyedahmad Rahimi - University of Florida. Gainesville, FL, US

Seyedahmad Rahimi

Assistant Professor | University of Florida

Gainesville, FL, UNITED STATES

Seyedahmad Rahimi specializes in assessing and fostering students’ 21st-century skills and STEM-related knowledge acquisition.


Seyedahmad Rahimi is an assistant professor of Educational Technology in the School of Teaching and Learning in the College of Education. Seyedahmad designs, develops and evaluates immersive learning environments like educational games that are equipped with stealth assessment and educational data mining and learning analytics models. He is actively researching various aspects of educational games and how they affect students’ motivation, performance and learning.

Media Appearances (2)

I Decide to be Creative and Study it Creatively

Messier  online


Throughout history, creativity has stood as a driving force propelling human civilizations forward. It's not only a skill but a habit of thinking that has contributed to our progress. Recognized as an essential component of success by the Partnership for 21st Century Learning and the World Economic Forum, creativity holds a unique position. It benefits individuals by enabling innovative problem-solving and expanding career opportunities.

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Science Needs A Better Way To Study Creativity–Video Games Might Be The Answer, New Study

Forbes Magazine  online


Researchers think they’ve found a way to objectively test for traits associated with creativity. Their more precise and objective measurement tool? Video games. Specifically, stealth assessment embedded in video games.

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Articles (4)

Stealth Assessments' Technical Architecture

Games as Stealth Assessments

Seyedahmad Rahimi, et. al


ith advances in technology and the learning and assessment sciences, educators can develop learning environments that can accurately and engagingly assess and improve learners' knowledge, skills, and other attributes via stealth assessment. Such learning environments use real-time estimates of learners' competency levels to adapt activities to a learner's ability level or provide personalized learning supports.

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First inspire, then instruct to improve students’ creativity

Computers & Education

Seyedahmad Rahimi and Valerie J. Shute


Creativity is one of the most essential skills for success in life in the 21st century. Well-designed video games are suitable vehicles for assessing and supporting creativity. A web-based game-level-design environment for a learning game was used. Inspirational and Instructional creativity supports were designed, developed, and tested. Providing both supports together was effective in improving students' creativity.

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Using the first principles of instruction and multimedia learning principles to design and develop in-game learning support videos

Educational Technology Research and Development

Seyedahmad Rahimi, et al.


Researchers examined the optimal design and the evaluation of learning support videos for a physics educational game. Results revealed that, among all supports, the videos were the only support that significantly predicted posttest scores and game levels completed and viewing patterns did not affect game enjoyment. They conclude with a discussion of our experiences and recommendations to contribute to the foundation of designing in-game learning supports.

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The use and effects of incentive systems on learning and performance in educational games

Computers & Education

Seyedahmad Rahimi, et al.


A motivational architecture for educational games was proposed and tested. Content-related supports use increased and game-related supports use decreased. Viewing more content-supports predicted learning and game performance. Viewing more game-supports had no effect on learning or game performance. Students' behavioral data confirmed that students did not abuse game-related supports.

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Faculty Profile Silver Lining for Learning: Episode 23