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The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
Mathematical reasoning with algebraic and graphical representations is essential for success in physics courses. Many problems require students to fluently move between algebraic and graphical representations. We developed a freely…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Scientific communication inside and outside the classroom is the main means for providing an adequate understanding of how science and technological innovation relate to society. In order to achieve this goal, it is important to explore new…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Nowadays, computer simulations have reached amazing graphic results, providing awesome visual descriptions explaining the evolution of very complex physics phenomena, implementing the laws of Nature. Sometimes, without a scientific guide,…
Studies in Physics Education Research show that interdisciplinary approaches in education foster students' motivation, creativity, curiosity, and interest in physics. We discuss their features and potential role in bringing contemporary…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
This work explores the use of Role Playing Games (RPG) as an active methodology in teaching Modern Physics, focusing on a game called Newton's Revenge. The game was developed with the aim of engaging students in collaborative and…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…