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The recent growth of sophisticated digital gaming technologies has spawned an 8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from military to medical applications, these systems continue to rely on traditional measures of explicit interactions to gauge player performance which can be subject to guessing and other factors unrelated to actual performance. This study presents a novel implicitarXiv:1811.00981v1 fatcat:dujq5dzux5gorg6tg5fibt3fga