01948nas a2200313 4500000000100000000000100001008004100002260001200043653002700055653001800082653001000100653001400110653002300124653002200147100001600169700001700185700001800202700002000220700001900240700001200259700001600271700001800287245010600305856008100411300001200492490000600504520111000510022001401620 2021 d c06/202110aCollaborative Learning10aData Analysis10aGames10aEducation10aLearning Analytics10aLanguage Learning1 aAhmed Tlili1 aSarra Hattab1 aFathi Essalmi1 aNian-Shing Chen1 aRonghuai Huang1 aKinshuk1 aMaiga Chang1 aDaniel Burgos00aA Smart Collaborative Educational Game with Learning Analytics to Support English Vocabulary Teaching uhttps://www.ijimai.org/journal/sites/default/files/2021-05/ijimai_6_6_22.pdf a215-2240 v63 aLearning Analytics (LA) approaches have proved to be able to enhance learning process and learning performance. However, little is known about applying these approaches for second language acquisition using educational games. Therefore, this study applied LA approaches to design a smart collaborative educational game, to enhance primary school children learning English vocabularies. Specifically, the game provided dashboards to the teachers about their students in a real-time manner. A pilot experiment was conducted in a public primary school where the students’ data from experimental and control groups, namely learning and motivation test scores, interview and observation, were collected and analyzed. The obtained results showed that the experimental group (who used the smart game with LA) had significantly higher motivation and performance for learning English vocabularies than the control group (who used the smart game without LA). The findings of this study can help researchers and practitioners incorporate LA in their educational games to help students enhance language acquisition. a1989-1660