Previous research has not adequately explored students’ behavioral processes when addressing computational thinking (CT) problems of varying difficulty, limiting insights into students’ detailed CT development characteristics. This study seeks to fill this gap by employing gamified CT items across multiple difficulty levels to calculate comprehensive behavioral sequence quality indicators. And then, through latent profile analysis, we identified four distinct latent classes of behavioral process. We then examined the in-game performance differences among these classes, uncovering each class’s unique attributes. Class 1 students consistently demonstrated high-quality, efficient behavioral sequences regardless of item difficulty. In contrast, class 2 students applied significant cognitive effort and trial-and-error strategies, achieving acceptable scores despite low behavioral sequence quality. Class 3 students excelled in simpler items but faltered with more complex ones. Class 4 students displayed low motivation for challenging items, often guessing answers quickly. Additionally, we investigated the predictive value of students’ performance in gamified items and their behavioral process classes for their external CT test scores. The study finally elaborated on the theoretical implications for researchers and the practical suggestions for teachers in CT cultivation.