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Online and blended learning are on the rise but are today’s students self disciplined enough to succeed in these types of courses? This study examines two different course designs—Alternate Reality Game (AltRG) and a non-game based PBL environment—and the digital traces left behind by students as they navigate their way through each course. Student blogs, forum posts, e-mails and interviews are analyzed using open coding and existing self-regulation theoretical frameworks. Findings related to student self-efficacy, prior experiences, course design and instructor effect are reported along with implications for instructional design of AltRG for learning, PBL designs and instructional methods.