Table shows the frequencies of the various collaborative cognitive activities according to the role of the students in the game and the professor. The collaborative cognitive activities observed were mainly "information" (73%, e.g. "We need to recharge the stationary battery!"), and to a less extent, "generations" (14%, e.g., "Yes, maybe we can decrease the difficulty") and "evaluation" (12%, e.g. "Can you try to drive the EV more slowly?"). Moreover, the users of the "Chaos wheel"