Both competitive and collaborative MAR game modes are highly enjoyable and easy to use for primary school children, with no significant differences between modes¶
Claim · All claims
Evidence · 1 study (2 entries) · causalr2·q2
Currency · newest study 2020 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Children rated enjoyment very positively in both modes (97% competitive, 100% collaborative) with no significant difference between modes. → López-Faican 2020
q2 i? Children rated the game easy or super easy in both modes (82% competitive, 71% collaborative) with no significant difference in ease of use between modes. → López-Faican 2020 (2)
Evidence¶
López-Faican 2020¶
López-Faican, L.; Jaén Martínez, FJ. (2020). EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children. Computers & Education. https://doi.org/10.1016/j.compedu.2020.103814
q2 · i? · causal · r2
Likert questionnaire applied after each game mode to 38 children using USE and PIFF constructs with Fun Toolkit answer scales. Wilcoxon tests on C1Q1, C1Q3, C1Q4 and C1Q5 gave p-values of 1.000, 0.356, 1.000 and 0.102, so H0a was not rejected; no child rated enjoyment at the minimum scales.
"In C1Q1 the fun level was assessed, where the children rated their enjoyment very positively (quite/much) for both the competitive (97%) and collaborative (100%) mode."
López-Faican 2020 (2)¶
López-Faican, L.; Jaén Martínez, FJ. (2020). EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children. Computers & Education. https://doi.org/10.1016/j.compedu.2020.103814
q2 · i? · causal · r2
Wilcoxon test on questionnaire item C1Q2 (ease of use) in the same questionnaire study; 82% (competitive) and 71% (collaborative) found the game easy or super easy, with only one child rating the collaborative version difficult, and H0b was not rejected. Equivalence between modes was not directly tested; the result is failure to reject the null.
"The p -values, shown in Table 5, prevent us from rejecting the null hypotheses, H0a and H0b, i.e. there are no differences between the modes in all the evaluated questions."
Discussion¶
Related Claims¶
- Collaborative MAR gameplay raises children's observable enjoyment and mood more than competitive gameplay — related
- Collaborative MAR gameplay exceeds competitive gameplay on observed physical activity and interest in exploring the tool — related
- The game sessions showed high attendance, engagement, and enjoyment, with no differences among conditions — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
mar-modes-enjoyment-ease-no-difference |
title |
Both competitive and collaborative MAR game modes are highly enjoyable and easy to use for primary school children, with no significant differences between modes |
description |
Both competitive and collaborative MAR game modes are highly enjoyable and easy to use for primary school children, with no significant differences between modes |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2020 |
generated |
by process:wiki-ingest on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
2 — lópez-faican-2020, lópez-faican-2020-2 |
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