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 黑料网吃瓜爆料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