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The usability of a commercial game physics engine to develop physics educational materials: An investigation

Colin B. Price
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Colin B. Price: University of Worcester, UK, c.price@worc.ac.uk

Simulation & Gaming, 2008, vol. 39, issue 3, 319-337

Abstract: Commercial computer games contain “physics engine†components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a detailed scientific investigation of the physics engine of Unreal Tournament 2004 (UT2004). This article presents their motivation, methodology, and results. The author presents the findings of experiments that probed the accessibility and fidelity of UT2004's physics engine, examples of educational materials developed, and an evaluation of their use in high school classes. The associated pedagogical implications of this approach are discussed, and the author suggests guidelines for educators on how to deploy the approach. Key resources are presented on an associated Web site.

Keywords: accessibility; collaborative learning; computer games; concept maps; educational materials; experiential learning; fidelity; guidelines; pedagogical implications; physics education; Unreal Tournament 2004 (search for similar items in EconPapers)
Date: 2008
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:39:y:2008:i:3:p:319-337

DOI: 10.1177/1046878108319579

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