Related papers: Serious Game for Physics as an Active and Gamified…
The modeling theory of instruction is widely applied and highly successful in high-school instruction, and seldom in university physics. One reason is lack of familiarity with models in the physics classroom. Ongoing curriculum development…
Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
We introduce Augmented Physics, a machine learning-integrated authoring tool designed for creating embedded interactive physics simulations from static textbook diagrams. Leveraging recent advancements in computer vision, such as Segment…
We present a method for incorporating a stochastic point of view into physics exercises of mathematics education. The core of our method is the randomization of some inputs, the system model used does not differ from what we would use in…
Game theory provides an effective way to model strategic interactions among rational agents. In the context of formal verification, these ideas can be used to produce guarantees on the correctness of multi-agent systems, with a diverse…
This article describes an exemplary robot exercise which was conducted in a class for mechatronics students. The goal of this exercise was to engage students in scientific thinking and reasoning, activities which do not always play an…
Reinforcement Learning is a mature technology, often suggested as a potential route towards Artificial General Intelligence, with the ambitious goal of replicating the wide range of abilities found in natural and artificial intelligence,…
This document describes the development of a video game prototype designed to encourage physical activity among children and older adults. The prototype consists of a laptop, a camera with 3D sensors, and optionally requires an LCD screen…
Classroom response systems (CRSs) can be potent tools for teaching physics. Their efficacy, however, depends strongly on the quality of the questions used. Creating effective questions is difficult, and differs from creating exam and…
A self-training scheme geared at inducing students to improve their skills through independent homework is presented. The motivation is to identify an inexpensive, yet effective tool for raising the competence level of students in the…
The evolution of science education is a dynamic process driven by advances in pedagogy, technology, and especially, our understanding of how students learn. Educators are exploring innovative teaching and learning methodologies such as…
We present a perspective on quantum games that focuses on the physical aspects of the quantities that are used to implement a game. If a game is to be played, it has to be played with objects and actions that have some physical existence.…
Teaching physics in real-life contexts continues to be a challenge for teachers at different educational levels. In this article, three Context-Rich Problems are proposed to be implemented in the classroom for higher education, using the…
This chapter narrates the journey of developing and integrating computing into the physics curriculum through three consecutive courses, each tailored to the learners' level. It starts with the entry-level "Physics Playground in Python" for…
We discuss how a class of difficult kinematic problems can play an important role in an introductory course in stimulating students' reasoning on more complex physical situations. The problems presented here have an elementary analysis once…
The aim of this paper is to show the relevance of motivational key concepts in evaluating the use of serious game. This research involves 115 students training with Mecagenius (serious game in mechanical engineering). The results of the…
Physical reasoning is a core aspect of intelligence in animals and humans. A central question is what model should be used as a basis for reasoning. Existing work considered models ranging from intuitive physics and physical simulators to…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
In the present work we intend to introduce a system based on VR (Virtual Reality) for examining analytical-geometric structures that occur in the study of mathematics and physics concepts in the last high school classes. In our opinion, an…