Digital games are interactive, which makes them highly engaging for players. The adoption and use of digital games in higher education are on the rise with many researchers and educators developing and deploying these in classrooms. As a relatively new pedagogical tool, some aspects of the use of games for learning such as measurement and assessment of learning are still under research. Although assessment of performance and learning in digital games are commonly done with pre and post-game tests, interest in growing in the use of gameplay log data as an alternative and valid means of measuring the performance of students in digital games. A few studies have utilized log data to measure the performance of students in general knowledge and skills but limited studies exist where game log data were used to measure domain-specific competencies. This empirical study describes the use of game log data for measuring the behaviours and performance of engineering students in the Cosmiclean game, a serious game designed to teach the principles of separation and recycling operations. Using the data from first year engineering students from two European institutions, sequential behaviour pattern analysis and performance assessment of students solutions in the game are presented. The findings of this study highlight the behaviours and gameplay strategies of students in the game environment, and these would be particularly useful to game designers, educators and researchers in the field of game-based learning.
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