Teaching calculus to middle school students through a 3D educational video game presents both exciting opportunities and significant challenges. This work-in-progress study examines how middle school students engaged with Variant: Limits (VL), a game designed to introduce advanced mathematical concepts, during a university-sponsored STEM summer camp. Thirty participants played the game daily for a week, supported by researchers, and completed surveys reflecting on their experiences. Additionally, we conducted structured interviews with six of the students. Through the surveys and interviews, we examined students’ experiences and reactions to playing the game. Thematic and sentiment analyses of 181 qualitative data segments revealed key challenges in six key focus areas: Instruction, Quest Design, Controls, Overall VL Opinion, Educational Video Game (EVG) Opinion, and Narrative Design. While students expressed overall enthusiasm for educational video games, frustration with unclear instructions and game navigation tempered their learning experiences. Our findings highlight the need for clearer tutorials and more user-friendly controls to optimize the educational impact of game-based learning tools in K-12 settings. More broadly, this study offers early insights into how complex STEM content could be made more accessible and engaging for younger learners through interactive technologies.
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