Table shows the frequencies detected of the various subject types addressed during the game according to the role of the students and the professor. The subjects are mainly "Procedure" (51%, e.g. "You need to consume electricity to score points") and "Object" (29%, e.g. "It is difficult for the solar generator"), and to a less extent, "Goal" (9%, e.g. "Come on, we are at 78% of state of charge for the battery"), "Data" (5%, e.g. "I am at level 6"), "Task" (4%, e.g. "Use the switch") and "Solution" (2%, e.g. "Put oxygen pressure to 100% to increase the autonomy of the lithium-oxygen powered car"). There was an intermediate association between the players' profile and the collaborative actions (Cramer's V2 = 0.08). RD analysis reveals a noticeable positive attraction between "Object" subjects and "Solar" (RD = + 0.27, e.g. "It is difficult for the solar generator"), between "Solution" subjects and "Hydro-power" (RD = + 7.11, e.g, "Put oxygen pressure to 100%").