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Publications

Most of my papers are available on Google Scholar and Research Gate (this link will work only after you have logged into Research Gate).

Edited Book & Special Issue

  1. C. S. Loh, Y. Sheng, & D. Ifenthaler, [Eds.] (2015). Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement. Springer. https://doi.org/10.1007/978-3-319-05834-4 [ Springer | Amazon ]
Serious Games Analytics (book cover)

Peer-Reviewed Journal Articles & Book Chapters

  1. Rajasegeran, D. D., Liu, K., Sheng, Y., Loh, C. S., Choh, A., Teo, K.Y., Fan, P. E. M., Tan, M.Y., Aloweni, F., & Ang, S.Y. (2023). Potential of serious games as a competency assessment tool for acute care nurses on the blood transfusion procedure. International Journal of Digital Health. (Dec 18, 2023|open access). https://doi.org/10.1097/JH9.0000000000000006
  2. Salameh, R. & Loh, C. S. (2022). Engagement and players’ intended behaviors in a cybersecurity serious game. International Journal of Gaming and Computer-Mediated Simulations. 14(1): 1-21. https://doi.org/10.4018/IJGCMS.313185
  3. Loh, C. S. (2021). Serious games and analytics for skill acquisition and assessment. In Silva Mangiante, E.M., & Peno, K. [Eds.] Teaching and learning for adult skill acquisition: Applying the Dreyfus and Dreyfus model in different fields. Information Age Publishing. [PDF]
  4. Zhou, T. & Loh, C. S. (2020). The effects of fully and partially in-game guidance on players’ declarative and procedural knowledge with a disaster preparedness serious game. International Journal of Gaming and Computer-Mediated Simulations. 12(4): 23-37. https://doi.org/10.4018/IJGCMS.2020100102
  5. Loh, C. S., Li, I-H., & Sheng, Y. (2016). Comparison of similarity measures to differentiate players’ actions and decision-making profiles in serious games analytics. Computers in Human Behavior. 64: 562-574. https://doi.org/10.1016/j.chb.2016.07.024
  6. Loh, C. S., & Sheng, Y. (2015). Measuring expert-performance for serious games analytics: From data to insights. In C. S. Loh, Y. Sheng, & D. Ifenthaler (Eds). Serious games analytics: Methodologies for performance measurement, assessment, and improvement. Springer. (pp.101-134) [Chapter 5] https://doi.org/10.1007/978-3-319-05834-4_5
  7. Loh, C. S., Sheng, Y., & Ifenthaler, D. (2015). Serious games analytics: Theoretical framework. In C. S. Loh, Y. Sheng, & D. Ifenthaler (Eds). Serious games analytics: Methodologies for performance measurement, assessment, and improvement. Springer. (pp.3-30) [Chapter 1] https://doi.org/10.1007/978-3-319-05834-4_1
  8. Loh, C. S., Sheng, Y., & Li, I-H. (2015). Predicting expert-novice performance as serious games analytics with objective-oriented and navigational action sequences. Computers in Human Behavior. 49: 147-155. https://doi.org/10.1016/j.chb.2015.02.053
  9. Byun, J. H. & Loh, C. S. (2015). Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments. Computers in Human Behavior. 46: 129-138. https://doi.org/10.1016/j.chb.2014.12.052
  10. Loh, C. S., & Sheng, Y. (2015). Measuring the (dis-)similarity between expert and novice behaviors as serious games analytics. Education and Information Technologies. 20(1): 5-19. https://doi.org/10.1007/s10639-013-9263-y
  11. Loh, C. S., & Sheng, Y. (2014). Maximum Similarity Index (MSI): A metric to differentiate the performance of novices vs. multiple experts in serious games. Computers in Human Behavior. 39: 322-330. https://doi.org/10.1016/j.chb.2014.07.022
  12. Loh, C. S. (2013). Improving the impact and Return of Investment of game-based learning. International Journal of Virtual and Personal Learning Environments. 4(1): 1-15. https://doi.org/10.4018/jvple.2013010101
  13. Loh, C. S. (2012). Information Trails: In-process assessment for game-based learning. In D. Ifenthaler, D. Eseryel, & X. Ge (Eds). Assessment in game-based learning: Foundations, innovations, and perspectives. (pp.123-144) Springer. https://doi.org/10.1007/978-1-4614-3546-4_8 [Chapter 8] [PDF]
  14. Loh, C. S. (2011). Researching and developing serious games as interactive learning instructions. In R. E. Ferdig (Ed.), Discoveries in gaming and computer-mediated simulations: New interdisciplinary applications. (pp. 263-282). IGI-Global. https://doi.org/10.4018/978-1-60960-565-0.ch015
  15. Kaplan-Rakowski, R. and Loh, C. S. (2010). Modding and rezzing in games and virtual environments for education. In Y. K. Baek (Ed.), Gaming for classroom-based learning: Digital role-playing as a motivator of study. (pp. 205-219). IGI-Global. [PDF] https://doi.org/10.4018/978-1-61520-713-8.ch012
  16. Loh, C. S. (2009). Researching and developing serious games as interactive learning instructions. International Journal of Gaming and Computer-Mediated Simulations. 1(4): 1-19. https://doi.org/10.4018/jgcms.2009091501
  17. Loh, C. S., & Byun, J. H. (2009). Modding Neverwinter Nights into serious games. In D. Gibson & Y. K. Baek (Eds.), Digital simulations for improving education: Learning through artificial teaching environments. (pp. 408-426). IGI-Global. [PDF] https://doi.org/10.4018/978-1-60566-322-7.ch022
  18. Loh, C. S. (2008). Confronting the dark side of video games. In C. T. Miller (Ed.), Games: Purpose and potential in education. (pp. 185-218). Springer. [PDF]
  19. Botturi, L. and Loh, C. S. (2008). Once upon a game: Rediscovering the roots of games in education. In C. T. Miller (Ed.), Games: Purpose and Potential in Education. (pp. 1-22). Springer. [PDF]
  20. Miller, C. T., Loh, C. S., Becker, K., Botturi, L., Barbour, M., Nettleton, K. F., et al. (2008). Blogging the future from multiple perspectives: Current problems and future potentials for educational games. In C. T. Miller (Ed.), Games: Purpose and Potential in Education. (pp. 219-250). Springer. [PDF]
  21. Loh, C. S., and Schrader, P. G. (Dec 2007). E-learning: Is the field really too broad? Two reviewers begin the dialogue. Educational Researcher. 36 (9): 573-578. [PDF]
  22. Loh, C. S. (Nov 2007). Designing online games assessment as ‘Information Trails.’ In V. Sugumaran (Ed.), Intelligent information technologies: Concepts, methodologies, tools, and applications. (pp. 553-574). Idea Group. [PDF] [* Note: This chapter is a special reprint from the following paper.]
  23. Loh, C. S. (Jan 2007). Designing online games assessment as ‘Information Trails.’ In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and simulation in online learning: Research and development frameworks. (pp. 323-348). Idea Group. [PDF]
  24. Loh, C. S. (2007). Choice and effects of instrument sound in aural training. Music Education Research, 9(1): 129-143. https://doi.org/10.1080/14613800601127619
  25. Loh, C. S., & Williams, M. D. (Spring 2002). “What’s in a Web site?” — Students’ perception. Journal of Research on Technology in Education. 34 (3): 351-363. DOI: https://doi.org/10.1080/15391523.2002.10782355
  26. Loh, C. S. (Nov/Dec 2001). Learning tools for knowledge nomads: Using Personal Digital Assistants (PDAs) in Web-based learning environment. Educational Technology. 41(6): 5-14.
  27. Wong, P. and Loh, C. S. (2000). Evaluating computer-based educational resources. In M. D. Williams (Ed.), Integrating Technology Into Teaching And Learning. (pp. 93-117). Pearson Education Asia Pte. Ltd..

Conference Proceedings

  1. Loh, C. S., Sheng, Y., Rajasegeran, D. D., Liu, K., Choh, A. C. L., & Ang, S. Y. (August 2023). Serious games assessment: Analytics, measurement, and visualization of nursing competencies. In Proceedings of the 2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH 2023). Athens, Greece. Aug 28-30, 2023. (Published by IEEE). [PDF] https://doi.org/10.1109/SeGAH57547.2023.10253804
  2. Wallner, G., Kriglstein, S., Gabriel, S., Loh, C. S., Sheng, Y., Li, I. H. (2018). Lost My Way: An educational geometry game for young children. In Proceedings of the 13th International Conference on the Foundations of Digital Games. Malmo, Sweden. Aug 7-10, 2018. https://doi.org/10.1145/3235765.3235807
  3. Loh, C. S. & I-Hung, Li. (2016). Using players’ Gameplay Action-Decision profiles to prescribe training: Reducing training costs with Serious Games Analytics. In Proceedings of the 3rd IEEE International Conference on Data Science and Advanced Analytics (DSAA), Game Data Science (GDS 2016) special session. Montreal, Canada. Oct 17-19, 2016. [PDF] https://doi.org/10.13140/RG.2.2.18387.78888
  4. Loh, C. S. & I-Hung, Li. (2015). Predicting the competency improvement for Serious Games Analytics: Action-sequences, game grids, PLS-DA and JMP. In Proceedings of the Discovery Summit 2015. San Diego, CA. [LINK] [PDF] https://doi.org/10.13140/RG.2.1.3997.4889
  5. Loh, C. S. & Ekstrand, A. (2015). Audialization in Serious Games Analytics: Visualizing player performance improvement by sound or music. In Proceedings of the 3rd International Workshop on Intelligent Digital Games for Empowerment and Inclusion (IDGEI 2015), Satellite of International Conference on Intelligent User Interfaces. Atlanta, GA. [PDF] https://doi.org/10.13140/RG.2.1.4956.4009
  6. Loh, C. S. & Sheng, Y. (2013). Performance metrics for serious games: Will the (real) expert please step forward? In Proceedings of the 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES 2013). Louisville, KY. [PDF] https://doi.org/10.1109/CGames.2013.6632633
  7. Loh, C. S. (2011). Using in situ data collection to improve the impact and return of investment of game-based learning. In Proceedings of the 61st International Council for Educational Media (ICEM) and the XIII International Symposium on Computers in Education (SIIE) Joint Conference (ICEM-SIIE 2011). Aveiro, Portugal: ICEM-SIIE. [PDF]
  8. Loh, C. S. (2010). A real-time approach to performance assessment for multi-user virtual environments. In J. Sanchez & K. Zhang (Eds.) Proceedings for World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (E-Learn 2010). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). [PDF]
  9. Loh, C. S., & Li, I-H. (2010). Reducing re-training cost through on-demand, ad hoc assessment. Paper presented at the MODSIM World Conference and Expo 2010 — 21st Century Decision-Making: The Art of Modeling & Simulation (Oct 13-15, 2010). Hampton, VA: MODSIM World Conference & Exposition. [PDF]
  10. Younis, B. & Loh, C. S. (2010). Integrating serious games in higher education programs. In Proceedings of the Academic Colloquium 2010: Building Partnership in Teaching Excellence (July 30, 2010). Ramallah, Palestine: AMIDEAST. [PDF]
  11. Loh, C. S., Anantachai, A., Byun, J., & Lenox, J. (2007). Assessing what players learned in serious games: In situ data collection, information trails, and quantitative analysis. In Proceedings of the Computer Games: AI, Animation, Mobile, Educational & Serious Games (CGAMES 2007). Q. Mehdi (Ed.). Wolverhampton, UK: University of Wolverhampton. [PDF]
  12. Loh, C. S. (Nov/Dec 2005). Psychoacoustics and the effect of instrument sound in music instruction. Paper presented at the 13th International Conference on Computers in Education (ICCE 2005), Singapore. [PDF]
  13. Loh, C. S. (Apr 2005). Guitar vs. piano: The effects of instrument sound in Web-based ear training. In Proceedings of the Annual Conference of American Educational Research Association (AERA 2005), Montreal, Canada. [PDF]
  14. Loh, C. S. (Nov 2004). Mona Listen: A Web-based ear training module for musical pitch discrimination of melodic intervals. In Proceedings of the E-Learn 2004, Washington, D.C. [PDF]
  15. Loh, C. S., Branch, R. M., Shewanown, S., & Ali, R. (2003). The effect of text spacing after the period on time for on-screen reading tasks. In R. E. Griffin (Ed.), The 2002 International Visual Literacy Association Selected Readings. Blacksburg, VA: International Visual Literacy Association. [PDF]
  16. Reeves, T. C., Benson, L., Elliott, D., Grant, M., Holschuh, D., Kim, B., Kim, H., Lauber, E., & Loh, C. S. (Jun 2002). Usability and instructional design heuristics for e-Learning evaluation. In Proceedings of the World Conference on Educational Multimedia, Hypermedia and Telecommunications (Ed-Media 2002), Denver, CO. [PDF]

Conference Presentations

  1. Loh, C. S., Sheng, Y., Rajasegeran, D. D., Liu, K., Choh, A. C. L., & Ang, S. Y. (August 2023). Serious games assessment: Analytics, measurement, and visualization of nursing competencies. Paper presented at the 2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH 2023). Athens, Greece. Aug 28-30, 2023.
  2. Loh, C. S. (August 2019). Expert Similarity Index (ESI): A Serious Games Analytics Performance Index for Organizational Training Outcomes. Invited presentation at the 1st National Science Foundation (NSF) funded “Game-Based Assessment Workshop.” Minneapolis, MN. Aug 22-23, 2019.
  3. Loh, C. S. & I-Hung, Li. (Oct 2016). Using players’ Gameplay Action-Decision profiles to prescribe training: Reducing training costs with Serious Games Analytics. Paper presented at the Game Data Science (GDS 2016) conference, special session of the 3rd IEEE International Conference on Data Science and Advanced Analytics (DSAA). Montreal, Canada. Oct 17-19, 2016. [Presentation]
  4. Ting, Z., & Loh, C. S. (Nov 2015). The effects of previous gaming experiences, prior knowledge, and in-game guidance on the players’ learning retention. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT). (Nov 3-7, 2015). Indianapolis, IN.
  5. Li, I-H., & Loh, C. S. (Nov 2015). Serious Games Analytics Using Unity3D and Information Trails. Design & Development Showcase presented at the Annual Conference of the Association for Educational Communications and Technology (AECT). (Nov 3-7, 2015). Indianapolis, IN.
  6. Byun, J. H., Loh, C. S., & Ting, Z. (Nov 2014). Assessing play-learners’ performance in serious game environments by using in situ data: Using eye-tracking for Serious Game Analytics. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT), Jacksonville, FL. [Presentation]
  7. Loh, C. S. & Sheng, Y. (July 2013). Performance metrics for serious games: Will the (real) expert please step forward? Paper presented at the 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES 2013). Louisville, KY. [Presentation]
  8. Loh, C. S. (2012). In situ data collection: A new method of collecting user-generated data in virtual and physical interactive environments. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2012), Louisville, KY.
  9. Byun, J.H., & Loh, C.S. (Oct 30 – Nov 3, 2012). Effects of game characters’ voice-over on players’ engagement in game-based learning environments. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2012), Louisville, KY.
  10. Loh, C. S., & Younis, B. K. (2012). Game Modding for Non-Professionals (GNMP): Can teachers modify games for instruction? Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2012), Louisville, KY.
  11. Loh, C. S. (Sep 2011). Using in situ data collection to improve the impact and return of investment of game-based learning. Paper presented at the 61st International Council for Educational Media (ICEM) and the XIII International Symposium on Computers in Education (SIIE) Joint Conference ( ICEM-SIIE 2011). Aveiro, Portugal: ICEM-SIIE.
  12. Loh, C.S. (Oct 18-22, 2010). A Real-Time Approach to Performance Assessment for Multi-User Virtual Environments. Paper presented at World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (E-Learn 2010). Orlando, FL.
  13. Loh, C.S., & Li, I-H. (Oct 13-15, 2010). Reducing re-training cost through on-demand, ad hoc assessment. Paper presented at the MODSIM World Conference and Expo 2010 — 21st Century Decision-Making: The Art of Modeling & Simulation. Hampton, VA.
  14. Younis, B. & Loh, C.S. (Jul 2010). Integrating serious games in higher education programs. Paper presented at Academic Colloquium 2010: Building Partnership in Teaching Excellence. Ramallah, Palestine.
  15. Loh, C. S., Van Eck, R., Adcock, A. B. (Nov 2008). Creating a serious game world together: A Multi-site effort. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2008), Orlando, FL.
  16. Loh, C. S., Reese, D., Warren, S. (Nov 2008). Consortium for Instructional Design, Evaluation and Assessment Standards in Serious Games. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2008), Orlando, FL.
  17. Loh, C. S. (Oct 2007). Modding for Serious Play (3rd Instructional gaming Symposium). Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2007), Anaheim, CA.
  18. Botturi, L. and Loh, C. S. (Oct 2007). Why you cannot afford to be a videogame illiterate. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2007), Anaheim, CA.
  19. Byun, J. H., and Loh, C. S. (Oct 2007). Modding videogames for use in the classroom. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2007), Anaheim, CA.
  20. Loh, C. S., Anantachai, A., Byun, J., & Lenox, J. (2007). Assessing what players learned in serious games: in situ data collection, information trails, and quantitative analysis. Paper presented at the 10th International Conference for Computer Games: AI, Animation, Mobile, Educational & Serious Games (CGAMES 2007), Louisville, KY.
  21. Byun, J. H., Jones, D., & Loh, C. S. (Mar 2007). Modding ‘Neverwinter Nights’ for video game-based learning in the classroom. Paper presented at the 4th Closing the Gap Conference, Carbondale, IL.
  22. Loh, C. S. (Oct 2006). Tracking an Avatar: Designing Data Collection into Online Games. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2006), Dallas, TX.
  23. Loh, C. S. (Nov/Dec 2005). Psychoacoustics and the effect of instrument sound in music instruction. Paper presented at the 13th International Conference on Computers in Education (ICCE 2005), Singapore.
  24. Loh, C. S. (Oct 2005) An analysis of tools used by independent (Indie) game developers. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2005), Orlando, FL.
  25. Loh, C. S., & Botturi, L. (Oct 2005) “What’s in a name?” — A discussion of what Game means to the field. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2005), Orlando, FL.
  26. Sing, K. M., Peh, J., & Loh, C. S. (Oct 2005) Mobile Learning: Experiencing History with Text Messaging. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2005), Orlando, FL.
  27. Loh, C. S. (Apr 2005). Guitar vs. piano: The effects of instrument sound in Web-based ear training. Paper presented at the Annual Conference of American Educational Research Association (AERA 2005), Montreal, Canada.
  28. Loh, C. S. (Nov 2004). Mona Listen: A Web-based ear training module for musical pitch discrimination of melodic intervals. Paper presented at E-Learn 2004, Washington, D.C.
  29. Loh, C. S., Rieber, L.P., Wiley, D., van Eck, R., Holschuh, D., & Smith, D. A. (Oct 2004). Let’s make R.O.O.M. for games. Panel discussion at the Annual Conference of the Association for Educational Communications and Technology (AECT 2004), Chicago, IL.
  30. Loh, C. S. (Oct 2004). Macromedia Flash as a data collection tool for research work. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2004), Chicago, IL.
  31. Loh, C. S., Amiel, T., & McClendon, J. (Oct 2003). FlashGLO: A Flash-based Gaming Learning Object. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2003), Anaheim, CA.
  32. Loh, C. S., & Branch, R. M. (Oct 2003). A new global warming: The rise of wireless hotspots. Paper presented at the Annual Conference of the Association for Educational Communications and Technology (AECT 2003), Anaheim, CA.
  33. Branch, R. M., Loh, C. S., Shewanown, S., & Ali, R. (Oct 2002). The effect of text spacing after the period on time for on-screen reading tasks. Paper presented at the Annual Conference of the International Visual Literacy Association (IVLA), Breckenridge, CO.
  34. Reeves, T. C., Benson, L., Elliott, D., Grant, M., Holschuh, D., Kim, B., Kim, H., Lauber, E., & Loh, C. S. (Jun 2002). Usability and instructional design heuristics for e-Learning evaluation. Paper presented at the meeting of World Conference on Educational Multimedia, Hypermedia and Telecommunications )Ed-Media 2002), Denver, CO.
  35. Loh, C. S. (Apr 2001). Learning tools for knowledge nomads. Paper presented at the DESIGN: Connect, Create, Collaborate Conference, In honor of Dr. Kent L. Gustafson. Athens, GA.
  36. Loh, C. S., & Williams, M. D. (May 2000). Motivational design of Web sites: Children’s perceptions. Paper presented at the 4th Global Chinese Conference on Computers in Education (GCCCE 2000): Teaching and Learning in the New Millennium. Singapore.

Invited Speaker

  1. Loh, C. S. (2014). Using Serious Games for the training, measurement and assessment of performance. Invited speaking session at the Houston Methodist Research Institute, Houston, TX.
  2. Loh, C. S. (2012). Information Trails: In-process assessment for game-based learning. Panel Discussion on Game-Based Learning Assessment at the Annual Conference of the Association for Educational Communications and Technology (AECT 2012), Louisville, KY. [Presentation]
  3. Loh, C. S. (Oct 6, 2011). In situ data collection and assessment methodology for game-based learning. Invited speaking session at the University of Mannheim, Mannheim, Germany. [Presentation]
  4. Loh, C. S. (Oct 5, 2011). In situ data collection and assessment methodology for game-based learning. Invited speaking session at the Albert-Ludwigs-University Freiburg, Freiburg, Germany. [Presentation]
  5. Loh, C. S. (2009). Using Commercial-Off-The-Shelves Games for Education. Invited presentation at the 5th Conference for Professionals in Foreign Language Teaching: Use of Instructional Technology. San Salvador, El Salvador. [Presentation]
  6. Loh, C. S. (2009). Impact of Web 2.0 in Education. Invited Keynote presentation at the 5th Conference for Professionals in Foreign Language Teaching: Use of Instructional Technology. San Salvador, El Salvador. [Presentation]

Grants

  1. “Tracking Learner Actions in Multi-User Virtual Environments (MUVE) for Performance Assessment.” 2009 Defense University Research Instrumentation Program (DURIP) grant awarded by the U.S. Army Research Office (ARO). (US$71,000)
  2. “Information Trails.” 2006 SIUC Faculty Seed-Grant. (US$26,000)

Editorship

  1. October 2013 — to date: Editorial Board, Technology, Knowledge and Learning (TKNL)
  2. September 2008 — to date: Associate Editor, International Journal of Gaming and Computer-Mediated Simulations (IJGCMS)
  3. March 2010 — 2018: Associate Editor, International Journal of Game-Based Learning (IJGBL)

Professional Workshop

  1. Loh, C.S. (2009). Using Commercial Off-The-Shelves (COTS) Games for Education. Workshop conducted at the 5th Conference for Professionals in Foreign Language Teaching: Use of Instructional Technology. (October 26–28th, 2009). University of El Salvador, El Salvador.

Awards Received

  1. “Design & Development Showcase” Award (2015). Li, I. H. & Loh, C. S. Serious Games Analytics Using Unity-3D and Information Trails. AECT, Louisville, KY.
  2. Finalist — 2nd Annual Serious Games Challenge & Showcase (2007). Interservice/ Industry Training, Simulation & Education Conference (I/ITSEC), Orlando, FL.
  3. Doctoral Student of the Year (2004). Department of Instructional Technology, College of Education, University of Georgia, Athens, GA.

Unpublished Thesis & Dissertation

Loh, C. S. (2004). The effects of pitch discrimination training on achievement in melodic interval discrimination. Unpublished Ph.D. dissertation: The University of Georgia, Athens, GA.

Loh, C. S. (1999). Children’s perceptions of motivational design elements in educational Web sites. Unpublished M. Ed. dissertation: National Institute of Education, Nanyang Technological University, Singapore.