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Free, publicly-accessible full text available June 29, 2027
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Free, publicly-accessible full text available June 29, 2027
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Recent research has explored the use of Large Language Models (LLMs) to develop qualitative codebooks, mainly for inductive work with large datasets, where manual review is impractical. Although these efforts show promise, they often neglect the theoretical grounding essential to many types of qualitative analysis. This paper investigates the potential of GPT-4o to support theory-informed codebook development across two educational contexts. In the first study, we employ a three-step approach—drawing on Winne & Hadwin's and Zimmerman's Self-Regulated Learning (SRL) theories, think-aloud data, and human refinement—to evaluate GPT-4o's ability to generate high-quality, theory-aligned codebooks. Results indicate that GPT-4o can effectively leverage its knowledge base to identify SRL constructs reflected in student problem-solving behavior. In the second study, we extend this approach to a STEM game-based learning context guided by Hidi & Renninger's four-phase model of Interest Development. We compare four prompting strategies: no theories provided, theories named, full references given, and full-text theory papers supplied. Human evaluations show that naming the theory without including full references produced the most practical and usable codebook, while supplying full papers to the prompt enhanced theoretical alignment but reduced applicability. These findings suggest that GPT-4o can be a valuable partner in theory-driven qualitative research when grounded in well-established frameworks, but that attention to prompt design is required. Our results show that widely available foundation models—trained on large-scale open web and licensed datasets—can effectively distill established educational theories to support qualitative research and codebook development. The code for our codebook development process and all the employed prompts and codebooks produced by GPT are available for replication purposes at: https://osf.io/g3z4x.more » « lessFree, publicly-accessible full text available January 1, 2027
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Free, publicly-accessible full text available October 11, 2026
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Free, publicly-accessible full text available October 13, 2026
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Free, publicly-accessible full text available October 13, 2026
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Games are recognized as valuable tools for learning and interest development. However, the association between behavioral player archetypes and these important outcomes is still underexplored. This study explores the relationship between learning, interest development, and player archetypes (Roamers, Explorers, and Scientists) identified within the WHIMC project, a game-based learning environment where students engage with scientifically accurate hypothetical astronomy scenarios in Minecraft. Grounded in human-computer interaction and player typologies frameworks, we analyze data from 57 participants across four summer camps using Ordered Network Analysis (ONA) and k-means clustering to identify player archetypes emerging from student actions. We then examine how these archetypes relate to learning outcomes and motivational factors. Statistical tests reveal significant differences in in-game actions across archetypes and correlations between player behaviors and learning outcomes. These findings contribute to the design of serious educational games by increasing understanding of how to optimize experiences and enhance science engagement for learners with differing playing styles.more » « lessFree, publicly-accessible full text available January 30, 2027
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Abstract This study investigates student learning and interest within the context of a single-player, open-world game designed for microbiology inquiry. The game immerses players in the role of investigative scientists tasked with diagnosing a mysterious illness on a remote island. Ordered Network Analysis (ONA) was combined with clustering techniques to analyze in-game actions (i.e., interactions with non-playable characters, exploration, and utilization of in-game educational tools) allowing us to construct student archetypes based on the behavioral patterns of 122 middle schoolers. The analysis identified four distinct clusters of students with varying engagement patterns—two showing apparent patterns of engagement and two showing apparent patterns of disengagement. The study contributes insights into tailoring educational game designs to address disengaged or ineffective behaviors, enhancing the efficacy of game-based learning experiences.more » « less
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