Video Game Physics
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, resources are available to help them as well. *Disclaimer* Neither the creators of the site nor USF sponsor views or opinions expressed in external links.
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)
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 – 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 – 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). “Using Gamification and Gaming in Order to Promote Risk Taking in the Language Learning Process.” Digital Education Review, 27, pp. 32-54.
Hookway et al., “Learning physics through computer games,” 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’ 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 – 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’s 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 “Call of Duty” 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, “Augmented reality in education,” New Horizons for Learning, vol. 12, 2002.
M. Dunleavy and B. Simmons, “Assessing learning and identity in augmented reality science games,” in Serious educational game assessment, ed: Springer, 2011, pp. 221-240.
H. Eric, M. Pegrum, D. R. Thadani, and Y. Eva, “Learning about Academic Integrity and Ethics Using Mobile Technologies and Augmented Reality.”
J. A. Frank, A. Brill, and V. Kapila, “Interactive mobile interface with augmented reality for learning digital control concepts,” in 2016 Indian Control Conference (ICC), 2016, pp. 85-92.
J. Yingprayoon, “Teaching Mathematics using Augmented Reality ” in Proceedings of the 20th Asian Technology Conference in Mathematics (Leshan, China), 2015.
E. Quintero, P. Salinas, E. González-Mendívil, and H. Ramírez, “Augmented Reality app for Calculus: A Proposal for the Development of Spatial Visualization,” Procedia Computer Science, vol. 75, pp. 301-305, 2015/01/01 2015.
M. Figueiredo, “TEACHING MATHEMATICS WITH AUGMENTED REALITY,” in 12th International Conference on Technology in Mathematics Teaching, 2015, p. 183.
M. T. Coimbra, T. Cardoso, and A. Mateus, “Augmented Reality: An Enhancer for Higher Education Students in Math’s Learning?,” Procedia Computer Science, vol. 67, pp. 332-339, 2015/01/01 2015.
M. B. Ibáñez, Á. Di Serio, D. Villarán, and C. Delgado Kloos, “Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness,” Computers & Education, vol. 71, pp. 1-13, 2// 2014.
M. Dunleavy and C. Dede, “Augmented reality teaching and learning,” 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, “Current status, opportunities and challenges of augmented reality in education,” Computers & Education, vol. 62, pp. 41-49, 2013.
Y. Wang, G. Vincenti, J. Braman, and A. Dudley, “The ARICE Framework: Augmented Reality in Computing Education,” iJET, vol. 8, pp. 27-34, 2013.
Á. Di Serio, M. B. Ibáñez, and C. D. Kloos, “Impact of an augmented reality system on students’ motivation for a visual art course,” Computers & Education, vol. 68, pp. 586-596, 2013.
S. Cuendet, Q. Bonnard, S. Do-Lenh, and P. Dillenbourg, “Designing augmented reality for the classroom,” Computers & Education, vol. 68, pp. 557-569, 10// 2013.
K. R. Bujak, et al., “A psychological perspective on augmented reality in the mathematics classroom,” Computers & Education, vol. 68, pp. 536-544, 2013.
T. Thornton, J. V. Ernst, and A. C. Clark, “Augmented reality as a visual and spatial learning tool in technology education,” Technology and Engineering Teacher, vol. 71, pp. 18-21, 2012.
S. Matsutomo, T. Miyauchi, S. Noguchi, and H. Yamashita, “Real-Time Visualization System of Magnetic Field Utilizing Augmented Reality Technology for Education,” IEEE Transactions on Magnetics, vol. 48, pp. 531-534, 2012.
M. Kesim and Y. Ozarslan, “Augmented Reality in Education: Current Technologies and the Potential for Education,” Procedia – Social and Behavioral Sciences, vol. 47, pp. 297-302, 2012/01/01 2012.
A. Dünser, L. Walker, H. Horner, and D. Bentall, “Creating interactive physics education books with augmented reality,” in Proceedings of the 24th Australian computer-human interaction conference, 2012, pp. 107-114.
S. Yuen, G. Yaoyuneyong, and E. Johnson, “Augmented reality: An overview and five directions for AR in education,” Journal of Educational Technology Development and Exchange, vol. 4, pp. 119-140, 2011.
J. M. Andujar, A. Mejías, and M. A. Marquez, “Augmented reality for the improvement of remote laboratories: an augmented remote laboratory,” IEEE Transactions on Education, vol. 54, pp. 492-500, 2011.
D. D. Sumadio and D. R. A. Rambli, “Preliminary Evaluation on User Acceptance of the Augmented Reality Use for Education,” in Computer Engineering and Applications (ICCEA), 2010 Second International Conference on, 2010, pp. 461-465.
F. Liarokapis and E. F. Anderson, “Using augmented reality as a medium to assist teaching in higher education,” 2010.
G. Chang, P. Morreale, and P. Medicherla, “Applications of augmented reality systems in education,” in Proceedings of Society for Information Technology & Teacher Education International Conference, 2010, pp. 1380-1385.
F. Liarokapis, et al., “Web3D and augmented reality to support engineering education,” World Transactions on Engineering and Technology Education, vol. 3, pp. 11-14, 2004.
H. Kaufmann, “Construct3D: an augmented reality application for mathematics and geometry education,” in Proceedings of the tenth ACM international conference on Multimedia, 2002, pp. 656-657.
K.-H. Cheng and C.-C. Tsai, “Affordances of augmented reality in science learning: Suggestions for future research,” Journal of Science Education and Technology, vol. 22, pp. 449-462, 2013.
(1999). Platonic solids – Slicing. NLVM. Available: http://nlvm.usu.edu/en/nav/frames_asid_126_g_4_t_3.html
Algodoo (grade 4-12) http://www.algodoo.com/ Teach with Portals (grade 7-12) http://www.teachwithportals.com/ Motion Force (grade 5-10) https://www.filamentlearning.com/products/forces-and-motion-unit-motion-force
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/
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