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We have developed a principled way of deriving measures from gameplay by mapping the interaction space of a game—the set of permissible interactions and gameplay flow—to provide a kind of schematic to identify key gameplay decision points and gameplay paths. The schematic facilitates both the generation of hypotheses of a learner’s state as well the behavior that would constitute evidence of that state, which together provide the basis for a scoring algorithm. We tested the method on two games to derive measures misconceptions. Results suggest that the measures are sensitive to knowledge and performance.