Video Game Physics
Resources
Here you may find links to other helpful resources to get you started in the classroom.
If you know someone who spends too much time playing games, to help them as well. *Disclaimer* Neither the creators of the site nor USF sponsor views or opinions expressed in external links.
YouTube Tutorials
How Do Ragdoll Physics Work In Video Games?: An informational video about the evolution of physics in video games
The Physics of Minecraft: Explains gravity, electricity, weight, heat, etc. in Minecraft
Video Game Science: Playlist of 24 videos that discuss video games through a Bill Nye-esque scientific lens that could be used as a primer or warm-up for video game education
How to Record Gameplay on a PC: Describes several options for screen capturing gameplay on a Windows PC
Recording Gameplay from Retro Consoles: Describes the additional adapters needed for screen capture on retro consoles
How to Record Gameplay Using OBS: Tutorial on how to use Open Broadcast Software (free screencasting software for gameplay)
Articles
Anderson, J., & Barnett, M. (2013). Learning Physics with Digital Game Simulations in Middle School Science. Journal Science Education and Technology, Volume 22, Issue 6, pp. 914 鈥 926.
Anderson, J., & Barnett, M. (2010). Using Video Games to Support Pre-Service Elementary
Teachers Learning of Basic Physics Principles. Journal Science Education and Technology,
Volume 20, Issue 4, pp. 347 鈥 362.
Barr, M. (2017). Video games can develop graduate skills in higher education students:
A randomised trial, Computers & Education, Volume 113, pp. 86-97, ISSN 0360-1315,
https://doi.org/10.1016/j.compedu.2017.05.016.
Fishman, B., Riconscente, M., Snider, R., Tsai, T., & Plass, J. (2014). Empowering
Educators: Supporting Student Progress in the Classroom with Digital Games. Ann Arbor:
University of Michigan. gamesandlearning.umich.edu/agames
Fishman, B., Riconscente, M., Snider, R., Tsai, T., & Plass, J. (2015). Empowering
Educators: Supporting Student Progress in the Classroom with Digital Games (Part 2).
Ann Arbor: University of Michigan. gamesandlearning.umich.edu/agames
Flores, J. (2015). 鈥淯sing Gamification and Gaming in Order to Promote Risk Taking
in the Language Learning Process.鈥 Digital Education Review, 27, pp. 32-54.
Hookway et al., 鈥淟earning physics through computer games,鈥 The 18th International
Conference on Computer Games, 2013.
June-Yi, W., Hsin-Kai, W., Sung-Pei, C., Fu-Kwun, H., & Ying-Shao, H. (2015). Designing
Applications For Physics Learning: Facilitating High School Students鈥 Conceptual Understanding
By Using Tablet PCS. Journal Of Educational Computing Research, 51(4), 441-458.
Killingsworth, S., Clark, D., & Adams D. (2015). Self-Explanation and Explanatory
Feedback in Games: Individual Differences, Gameplay, and Learning. International Journal
of Education in Mathematics, Science and Technology, Volume 3, Issue 3, pp. 162 鈥
186.
Marino, M. T., Becht, K. M., Vasquez III, E., Gallup, J. L., Basham, J. D., & Gallegos,
B. (2014). Enhancing Secondary Science Content Accessibility with Video Games. Teaching
Exceptional Children, 47(1), 27-34.
Poli, D. B., Berenotto, C., Blankenship, S., Piatkowski, B., Bader, G. A., Poore,
M. (2012). Bringing Evolution to a Technological Generation: A Case Study with the
Video Game SPORE. The American Biology Teacher, Vol. 74 No. 2, pp. 100-103. DOI: 10.1525/abt.2012.74.2.7
Rutten, N., Van Joolingern, W., & van der Veen, J. (2012). The learning effects of
computer simulations in science education. Computer and Education, Issue 58, pp. 136-153.
SEG Research. (2008). Understanding Multimedia Learning: Integrating multimedia in
the K-12 Classroom. New Hope, Pennsylvania.
Shute, V. J., Ventura, M., & Kim, Y. J. (2013). Assessment and Learning of Qualitative
Physics in Newton鈥檚 Playground. Journal of Educational Research, 106(6), 423-430.
Squire, K. (2007). Changing the Game: what Happens When Video Games Enter the Classroom?
Innovate: Journal of Online Education, Volume 1, Issue 6, Article 5.
Tannahill, N., Tissington, P., & Senior, C. (2012). Video Games and Higher Education:
What Can 鈥淐all of Duty鈥 Teach Our Students? Frontiers in Psychology, 3, 210. http://doi.org/10.3389/fpsyg.2012.00210
Shute, V. J., Ventura, M. Ke, F. (2015). The power of play: The effects of Portal
2 and Lumosity on cognitive and noncognitive skills, Computers & Education, Volume
80, pp. 58-67, ISSN 0360-1315, http://dx.doi.org/10.1016/j.compedu.2014.08.013.
M. Billinghurst, 鈥淎ugmented reality in education,鈥 New Horizons for Learning, vol.
12, 2002.
M. Dunleavy and B. Simmons, 鈥淎ssessing learning and identity in augmented reality
science games,鈥 in Serious educational game assessment, ed: Springer, 2011, pp. 221-240.
H. Eric, M. Pegrum, D. R. Thadani, and Y. Eva, 鈥淟earning about Academic Integrity
and Ethics Using Mobile Technologies and Augmented Reality.鈥
J. A. Frank, A. Brill, and V. Kapila, 鈥淚nteractive mobile interface with augmented
reality for learning digital control concepts,鈥 in 2016 Indian Control Conference
(ICC), 2016, pp. 85-92.
J. Yingprayoon, 鈥淭eaching Mathematics using Augmented Reality 鈥 in Proceedings of
the 20th Asian Technology Conference in Mathematics (Leshan, China), 2015.
E. Quintero, P. Salinas, E. Gonz谩lez-Mend铆vil, and H. Ram铆rez, 鈥淎ugmented Reality
app for Calculus: A Proposal for the Development of Spatial Visualization,鈥 Procedia
Computer Science, vol. 75, pp. 301-305, 2015/01/01 2015.
M. Figueiredo, 鈥淭EACHING MATHEMATICS WITH AUGMENTED REALITY,鈥 in 12th International
Conference on Technology in Mathematics Teaching, 2015, p. 183.
M. T. Coimbra, T. Cardoso, and A. Mateus, 鈥淎ugmented Reality: An Enhancer for Higher
Education Students in Math鈥檚 Learning?,鈥 Procedia Computer Science, vol. 67, pp. 332-339,
2015/01/01 2015.
M. B. Ib谩帽ez, 脕. Di Serio, D. Villar谩n, and C. Delgado Kloos, 鈥淓xperimenting with
electromagnetism using augmented reality: Impact on flow student experience and educational
effectiveness,鈥 Computers & Education, vol. 71, pp. 1-13, 2// 2014.
M. Dunleavy and C. Dede, 鈥淎ugmented reality teaching and learning,鈥 in Handbook of
research on educational communications and technology, ed: Springer, 2014, pp. 735-745.
H.-K. Wu, S. W.-Y. Lee, H.-Y. Chang, and J.-C. Liang, 鈥淐urrent status, opportunities
and challenges of augmented reality in education,鈥 Computers & Education, vol. 62,
pp. 41-49, 2013.
Y. Wang, G. Vincenti, J. Braman, and A. Dudley, 鈥淭he ARICE Framework: Augmented Reality
in Computing Education,鈥 iJET, vol. 8, pp. 27-34, 2013.
脕. Di Serio, M. B. Ib谩帽ez, and C. D. Kloos, 鈥淚mpact of an augmented reality system
on students鈥 motivation for a visual art course,鈥 Computers & Education, vol. 68,
pp. 586-596, 2013.
S. Cuendet, Q. Bonnard, S. Do-Lenh, and P. Dillenbourg, 鈥淒esigning augmented reality
for the classroom,鈥 Computers & Education, vol. 68, pp. 557-569, 10// 2013.
K. R. Bujak, et al., 鈥淎 psychological perspective on augmented reality in the mathematics
classroom,鈥 Computers & Education, vol. 68, pp. 536-544, 2013.
T. Thornton, J. V. Ernst, and A. C. Clark, 鈥淎ugmented reality as a visual and spatial
learning tool in technology education,鈥 Technology and Engineering Teacher, vol. 71,
pp. 18-21, 2012.
S. Matsutomo, T. Miyauchi, S. Noguchi, and H. Yamashita, 鈥淩eal-Time Visualization
System of Magnetic Field Utilizing Augmented Reality Technology for Education,鈥 IEEE
Transactions on Magnetics, vol. 48, pp. 531-534, 2012.
M. Kesim and Y. Ozarslan, 鈥淎ugmented Reality in Education: Current Technologies and
the Potential for Education,鈥 Procedia 鈥 Social and Behavioral Sciences, vol. 47,
pp. 297-302, 2012/01/01 2012.
A. D眉nser, L. Walker, H. Horner, and D. Bentall, 鈥淐reating interactive physics education
books with augmented reality,鈥 in Proceedings of the 24th Australian computer-human
interaction conference, 2012, pp. 107-114.
S. Yuen, G. Yaoyuneyong, and E. Johnson, 鈥淎ugmented reality: An overview and five
directions for AR in education,鈥 Journal of Educational Technology Development and
Exchange, vol. 4, pp. 119-140, 2011.
J. M. Andujar, A. Mej铆as, and M. A. Marquez, 鈥淎ugmented reality for the improvement
of remote laboratories: an augmented remote laboratory,鈥 IEEE Transactions on Education,
vol. 54, pp. 492-500, 2011.
D. D. Sumadio and D. R. A. Rambli, 鈥淧reliminary Evaluation on User Acceptance of the
Augmented Reality Use for Education,鈥 in Computer Engineering and Applications (ICCEA),
2010 Second International Conference on, 2010, pp. 461-465.
F. Liarokapis and E. F. Anderson, 鈥淯sing augmented reality as a medium to assist teaching
in higher education,鈥 2010.
G. Chang, P. Morreale, and P. Medicherla, 鈥淎pplications of augmented reality systems
in education,鈥 in Proceedings of Society for Information Technology & Teacher Education
International Conference, 2010, pp. 1380-1385.
F. Liarokapis, et al., 鈥淲eb3D and augmented reality to support engineering education,鈥
World Transactions on Engineering and Technology Education, vol. 3, pp. 11-14, 2004.
H. Kaufmann, 鈥淐onstruct3D: an augmented reality application for mathematics and geometry
education,鈥 in Proceedings of the tenth ACM international conference on Multimedia,
2002, pp. 656-657.
K.-H. Cheng and C.-C. Tsai, 鈥淎ffordances of augmented reality in science learning:
Suggestions for future research,鈥 Journal of Science Education and Technology, vol.
22, pp. 449-462, 2013.
(1999). Platonic solids 鈥 Slicing. NLVM. Available: http://nlvm.usu.edu/en/nav/frames_asid_126_g_4_t_3.html
Games
Algodoo (grade 4-12) http://www.algodoo.com/ Teach with Portals (grade 7-12) http://www.teachwithportals.com/ Motion Force (grade 5-10)
qCraf: qCraft is a mod that brings the principles of quantum physics to the world of Minecraft. http://qcraft.org/about/ Universe & More http://theuniverseandmore.com/ Game Physics 101: For coders interested in creating video game physics http://www.rodedev.com/tutorials/gamephysics/
Administrative Resources
Some schools may require you to submit information to incorporate video games in the classroom. Feel free to adapt this sample letter to administrators for your needs