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European Conference on Games Based Learning (ECGBL)
Drivers control the vehicle, while strategists and race engineers hold the strategic and environmental data needed for sound decisions.
Design principle. The central design principle is distributed information and control across team roles.
The paper presents the design and implementation status of an Integrated-Reality Megagame inspired by Formula 1, intended to support lifelong competency development. The experience combines a tangible Carrera Digital race track, SmartRace telemetry, role-specific digital interfaces, and team-based role-play. Its design is organised into four connected layers: learning design, physical interface, virtual interface, and social interaction. The authors frame the work as a transparent design account rather than an evaluation, and they explicitly distinguish operational features from partially implemented and planned ones.
The prototype has been used in eight formative demonstrations with groups of 10 to 20 people, producing roughly 100 participations. These sessions were not run as research pilots, and recordings and performance data have not been analysed. The paper therefore makes no claims about engagement, competency development, or learning outcomes. Its competency mapping, which adapts OECD Learning Compass ideas into five broad domains (ethics, future thinking, innovation, communication, and critical thinking), is presented as an author-developed, unvalidated framework. Innovation remains a planned module rather than an operational one.
The central design principle is that no participant holds all the information or control needed to run the race alone. Drivers have direct vehicle control, while strategists and race engineers hold the strategic and environmental data needed to make sound decisions. Team composition scales from two to five people, and digital weather and event systems alter the physical track, creating shared consequences that feed back into the virtual layer. The paper argues this differentiates the approach from individual virtual-reality tasks, racing simulators, and board-based megagames.
The authors acknowledge several limitations. Transfer potential is strongest in engineering, operations, and logistics contexts, and adapting the model to unrelated domains would require new physical, data, and event systems. The fifty-person configuration, the event-recipe module, and the digital Team Principal interface remain untested or unimplemented, and the proposed four-level formative scale has not been validated. The paper positions its contribution as an explicit architecture and a basis for future empirical study.
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DiGRA · 2025