Related papers: Serious Game for Physics as an Active and Gamified…
Sports are a popular and effective way to illustrate physics principles. Baseball in particular presents a number of opportunities to motivate student interest and teach concepts. Several articles have appeared in this journal on this…
A flipped classroom was introduced in pre-service education in order to promote MM and the quality of their use in the teaching and learning process in laboratory. The course, Physics Lab Didactics, promoted active learning through the…
We present a study of student learning through the use of virtual reality. A software package is used to introduce concepts of special relativity to students in a game-like environment where users experience the effects of travelling at…
Helping students become proficient problem solvers is a major goal of many physics courses from introductory to advanced levels. In fact, physics has often been used by cognitive scientists to investigate the differences between the…
Physics Playground is an immersive Virtual Reality (VR) application designed for educational purposes, featuring a virtual laboratory where users interact with various physics phenomena through guided experiments. This study aims to…
This workshop introduces participants to SUCRE, a serious game designed to enhance curriculum resilience in higher education by simulating crisis scenarios. While applicable to various disciplines, this session focuses on engineering…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
We investigated student reactions to two computational physics courses incorporating several videogame-like aspects. These included use of gaming terminology such as "levels," "weapons," and "bosses"; a game-style point system linked to…
In a first course to classical mechanics elementary physical processes like elastic two-body collisions, the mass-spring model, or the gravitational two-body problem are discussed in detail. The continuation to many-body systems, however,…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
We describe an educational simulation of some effects within the gas of hard spheres. The focus of the presented simulation is on the comprehension of random character of the velocity of molecules in the gas and of the energy at fixed…
In this work, I present an automatic system for the evaluation of closed-type exercises in physics at the high school level or in the first year of a degree where physics is a mandatory course. It is expected that this will allow students…
The study guide (textbook) is part of a set of materials designed to support high-quality practical training in physics. It includes a collection of tasks for organizing both in-class and independent work. The guide serves as a foundation…
One of the major difficulties in learning physics is for students to develop a conceptual understanding of the core concepts of physics. Many authors have argued that student conceptions of basic physical phenomena are rooted in basic…
In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious…
Recent years have seen a resurgence of interest in using Virtual Reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
We describe a summer outreach program developed to cultivate interest in physics in particular and physical sciences more broadly among high school and early college students using small projects in the Python programming language. We…
Physics in Films is an alternative version of the physical science course offered to non-science majors at the University of Central Florida. The course uses the popularity of Hollywood films to generate interest in science and to engage…