Design framework for healthy-competition and collaborative MAR games grounded in flow theory and conditions for successful collaborative learning¶
Design · All designs
Evidence · 1 claim (1 for) · 1 study (1 causal),q2· 0 of 1 report an effect size · 1 claim rests on one study
Description¶
The article grounds EmoFindAR in three interlocking accounts: Shindler's "healthy competition" (symbolic prizes, short duration, a chance to win for all, visible value of the learning process), Szewkis et al.'s six conditions for successful collaborative learning (common goal, coordination and communication, positive interdependence, awareness of peers' work, individual accountability, joint rewards), and Csikszentmihalyi's flow theory, which the game contemplates "to get the participants to be completely immersed in the activity they perform, avoiding frustration or boredom" through balanced challenges such as spatial-orientation, concept-mapping and mixed-reality challenges.
Design Implications¶
Context¶
Requirements¶
- Collaborative mechanics that require joint intervention, such as a character needing impacts from two different players within a time window
- A challenge level balanced with children's abilities to avoid apathy, boredom or anxiety
Constraints¶
- The competitive mode as implemented follows healthy-competition principles: short activities with symbolic prizes focused on learning rather than final rankings
Target Learners¶
- primary school children
Learning Goals¶
- emotional intelligence skills
- collaboration and communication
- intrinsic motivation and engagement
Claims¶
- Collaborative Mar Higher Social Interaction [+M]
- Collaborative Mar Quality Dimensions [+M]
Related Designs¶
Examples¶
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Key Sources¶
- 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
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
healthy-competition-collaborative-mar-design-framework |
title |
Design framework for healthy-competition and collaborative MAR games grounded in flow theory and conditions for successful collaborative learning |
description |
The article grounds EmoFindAR in three interlocking accounts: Shindler's "healthy competition" (symbolic prizes, short duration, a chance to win for all, visible value of the learning process), Szewkis et al.'s six co... |
status |
review |
generated |
by process:settle-candidates on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — lópez-faican-2020 |
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