Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| College Science | 1 |
| Computer Simulation | 1 |
| Computer Uses in Education | 1 |
| Computers | 1 |
| Concept Mapping | 1 |
| Games | 1 |
| High Schools | 1 |
| Instructional Materials | 1 |
| Material Development | 1 |
| Motion | 1 |
| Physics | 1 |
| More ▼ | |
Source
| Simulation & Gaming | 1 |
Author
| Price, Colin B. | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Research | 1 |
Education Level
| High Schools | 1 |
| Higher Education | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Price, Colin B. – Simulation & Gaming, 2008
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…
Descriptors: Physics, Computers, Games, Science Education

Peer reviewed
Direct link
