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This case study was to examine the salient patterns problem solvers demonstrated using multimodal external representations (MERs) when they engaged in a single-player, three-dimensional architecture game. We coded a total of 2,654 recorded behaviors and conducted both cluster and sequential analyses demonstrated by 20 university students during 1.5 hours of gameplay. The study indicated that the maneuverable visual-spatial representation was most frequently used. All the participants performed a high level of representational transformations, including both treatment and conversion transformations. However, compared to the students in the second cluster, students in the first cluster (composed of mainly experienced video game players) displayed a higher frequency of interacting with various MERs and a more cautious and optimized reflective problem-solving process.