Much emphasis has been placed on the research on applying digital games in science education. Among
the studies, the advantages and limitations of role-playing simulation games deserve further exploration.
However, existing analyses of the behavioral patterns of role-playing simulation games in science education
remain substantially lacking, particularly the integration of diverse behavioral pattern analysis
methods. This study thus seeks to analyze the videotaped learning process of 86 college students in
game-based learning activities that utilize a role-playing simulation game. This study used the integrated
method of sequential analysis and cluster analysis and explored the learners’ flow state and learning
behavioral patterns. The results show that the use of integrated behavioral pattern analysis helps to
explore the traits and limitations of role-playing simulation games in science education as well as learners’
reflective behavior patterns.
This study identifies a wide variety of learning behavior patterns from three potential clusters of learners
and then discusses the learning process of each cluster. The different levels of flow experienced by the
learners affected their learning behavior patterns; learners with higher levels of flow demonstrated a
more in-depth reflective process. The study further discusses the results of these analyses and makes
relevant recommendations for the systems development of the games, its educational applications,
and evaluation methods.