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Leveraging behavioral sequences is essential for identifying whether interacting with scientific texts built into a game-based learning environment (GBLE) relates to learning. This paper uses auto-Recurrence Quantification Analysis to extract the entropy (i.e., number of unique sequential patterns) of learners’ information-gathering behaviors (i.e., interacting with a poster, reading a book or research article, talking with a non-player character) during learning about microbiology with Crystal Island, a GBLE. Undergraduates’ (n=82) sequencing of information-gathering behaviors, identified via log files, indicated novel patterns of information-gathering behavior were associated with higher learning gains and limited agency over actions. We conclude there needs to be increased diversity in information-gathering behaviors learners demonstrate during game-based learning to improve learning outcomes.