“We have never-forgetful flowers in our garden”: girls' responses to electronic games
Journal of Computers in Mathematics and Science Teaching
Designing educational computer games
Proceedings of the IFIP TC3/WG3.2 Working Conference on the Seign, Implementation and Evaluation of Interactive Multimedia in University Settings: Designing for Change in Teaching and Learning
Re-purposing existing generic games and simulations for e-learning
Computers in Human Behavior
A case study of computer gaming for math: Engaged learning from gameplay?
Computers & Education
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Students' perceptions about the use of video games in the classroom
Computers & Education
Computers in Human Behavior
Evaluating multiple aspects of a digital educational problem-solving-based adventure game
Computers in Human Behavior
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Massively multiple online role-playing games (MMORPGs) are very popular among students. Educational MMORPGs, however, are very rare, as are studies on gamers' behavioral patterns during such games. The current study is an empirical observation and analysis of the behavioral patterns of 100 gamers participating in an educational MMORPG called Talking Island^(C). In our study, we recorded and summarized the gaming behaviors demonstrated by these participants over 335 days of observation from December 2009 to October 2010. We coded the recorded behaviors and conducted a frequency analysis, sequential analysis and cluster analysis to explore the behavioral distributions, behavioral-frequency transition and behavior-cluster patterns in the MMORPG. Gender differences in behavioral patterns were also compared and discussed. Based on the results, we discuss the potential and limitations of the game and provide suggestions for future research on and the development of educational MMORPGs.