The quantitative data were supported by a rich set of qualitative means. A digital audio recorder was used in one of the computer rooms
during the implementations to record issues that could become relevant during the data analysis. Photographs were taken with a digital
camera to capture the surrounds and activity in the implementations. Researchers recorded their observations immediately after imple-
mentations which resulted in a total of sixteen pages of single-spaced data. Two female players were informally interviewed at the end
of the third week in relation to their experience in the game-based learning environment.