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 â 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 â 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). âUsing Gamification and Gaming in Order to Promote Risk Taking
                     in the Language Learning Process.â Digital Education Review, 27, pp. 32-54. 
Hookway et al., âLearning physics through computer games,â 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 Studentsâ 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 â
                     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 Newtonâs 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 âCall of Dutyâ 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, âAugmented reality in education,â New Horizons for Learning, vol.
                     12, 2002.
M. Dunleavy and B. Simmons, âAssessing learning and identity in augmented reality
                     science games,â in Serious educational game assessment, ed: Springer, 2011, pp. 221-240.
H. Eric, M. Pegrum, D. R. Thadani, and Y. Eva, âLearning about Academic Integrity
                     and Ethics Using Mobile Technologies and Augmented Reality.â
J. A. Frank, A. Brill, and V. Kapila, âInteractive mobile interface with augmented
                     reality for learning digital control concepts,â in 2016 Indian Control Conference
                     (ICC), 2016, pp. 85-92.
J. Yingprayoon, âTeaching Mathematics using Augmented Reality â in Proceedings of
                     the 20th Asian Technology Conference in Mathematics (Leshan, China), 2015.
E. Quintero, P. Salinas, E. GonzĂĄlez-MendĂvil, and H. RamĂrez, âAugmented Reality
                     app for Calculus: A Proposal for the Development of Spatial Visualization,â Procedia
                     Computer Science, vol. 75, pp. 301-305, 2015/01/01 2015.
M. Figueiredo, âTEACHING MATHEMATICS WITH AUGMENTED REALITY,â in 12th International
                     Conference on Technology in Mathematics Teaching, 2015, p. 183.
M. T. Coimbra, T. Cardoso, and A. Mateus, âAugmented Reality: An Enhancer for Higher
                     Education Students in Mathâs Learning?,â Procedia Computer Science, vol. 67, pp. 332-339,
                     2015/01/01 2015.
M. B. Ibåñez, Ă. Di Serio, D. VillarĂĄn, and C. Delgado Kloos, âExperimenting with
                     electromagnetism using augmented reality: Impact on flow student experience and educational
                     effectiveness,â Computers & Education, vol. 71, pp. 1-13, 2// 2014.
M. Dunleavy and C. Dede, âAugmented reality teaching and learning,â 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, âCurrent status, opportunities
                     and challenges of augmented reality in education,â Computers & Education, vol. 62,
                     pp. 41-49, 2013.
Y. Wang, G. Vincenti, J. Braman, and A. Dudley, âThe ARICE Framework: Augmented Reality
                     in Computing Education,â iJET, vol. 8, pp. 27-34, 2013.
Ă. Di Serio, M. B. Ibåñez, and C. D. Kloos, âImpact of an augmented reality system
                     on studentsâ motivation for a visual art course,â Computers & Education, vol. 68,
                     pp. 586-596, 2013.
S. Cuendet, Q. Bonnard, S. Do-Lenh, and P. Dillenbourg, âDesigning augmented reality
                     for the classroom,â Computers & Education, vol. 68, pp. 557-569, 10// 2013.
K. R. Bujak, et al., âA psychological perspective on augmented reality in the mathematics
                     classroom,â Computers & Education, vol. 68, pp. 536-544, 2013.
T. Thornton, J. V. Ernst, and A. C. Clark, âAugmented reality as a visual and spatial
                     learning tool in technology education,â Technology and Engineering Teacher, vol. 71,
                     pp. 18-21, 2012.
S. Matsutomo, T. Miyauchi, S. Noguchi, and H. Yamashita, âReal-Time Visualization
                     System of Magnetic Field Utilizing Augmented Reality Technology for Education,â IEEE
                     Transactions on Magnetics, vol. 48, pp. 531-534, 2012.
M. Kesim and Y. Ozarslan, âAugmented Reality in Education: Current Technologies and
                     the Potential for Education,â Procedia â Social and Behavioral Sciences, vol. 47,
                     pp. 297-302, 2012/01/01 2012.
A. DĂŒnser, L. Walker, H. Horner, and D. Bentall, âCreating interactive physics education
                     books with augmented reality,â in Proceedings of the 24th Australian computer-human
                     interaction conference, 2012, pp. 107-114.
S. Yuen, G. Yaoyuneyong, and E. Johnson, âAugmented reality: An overview and five
                     directions for AR in education,â Journal of Educational Technology Development and
                     Exchange, vol. 4, pp. 119-140, 2011.
J. M. Andujar, A. MejĂas, and M. A. Marquez, âAugmented reality for the improvement
                     of remote laboratories: an augmented remote laboratory,â IEEE Transactions on Education,
                     vol. 54, pp. 492-500, 2011.
D. D. Sumadio and D. R. A. Rambli, âPreliminary Evaluation on User Acceptance of the
                     Augmented Reality Use for Education,â in Computer Engineering and Applications (ICCEA),
                     2010 Second International Conference on, 2010, pp. 461-465.
F. Liarokapis and E. F. Anderson, âUsing augmented reality as a medium to assist teaching
                     in higher education,â 2010.
G. Chang, P. Morreale, and P. Medicherla, âApplications of augmented reality systems
                     in education,â in Proceedings of Society for Information Technology & Teacher Education
                     International Conference, 2010, pp. 1380-1385.
F. Liarokapis, et al., âWeb3D and augmented reality to support engineering education,â
                     World Transactions on Engineering and Technology Education, vol. 3, pp. 11-14, 2004.
H. Kaufmann, âConstruct3D: an augmented reality application for mathematics and geometry
                     education,â in Proceedings of the tenth ACM international conference on Multimedia,
                     2002, pp. 656-657.
K.-H. Cheng and C.-C. Tsai, âAffordances of augmented reality in science learning:
                     Suggestions for future research,â Journal of Science Education and Technology, vol.
                     22, pp. 449-462, 2013.
(1999). Platonic solids â 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