Enhancing Kinematics Understanding through a Video Game Based on Real-Time Motion Graphs
Mateo Dutra, Marcos Abreu, Mart\'in Monteiro, Silvia Sguilla, Cecilia Stari, \'Alvaro Su\'arez, Arturo Mart\'i

TL;DR
This paper introduces a gamified educational tool using real-time motion graphs and low-cost sensors to improve high school students' understanding of kinematic graphs through engaging physical activities.
Contribution
It presents the design and pilot implementation of a novel video game environment that combines physical activity, computational thinking, and real-time visualization to enhance physics learning.
Findings
High student engagement and motivation observed.
Participants reported increased perceived learning.
Positive feedback on usability and satisfaction.
Abstract
Interpreting kinematic graphs remains a significant challenge in physics education. The MissionMotion Project addresses this issue by providing a gamified physical-computational environment combining low-cost sensors, physical activity, computational thinking, and real-time visualization of motion graphs. This paper presents the design, development, and implementation of the project, with a particular focus on the pilot phase conducted with high school students in Uruguay. During this phase, we primarily used the MEEGA+ questionnaire to evaluate the gaming experience, usability, and motivation of the participants. Our analysis of the results shows high levels of satisfaction, perceived learning, and engagement, supporting the proposal's viability. Finally, we plan to conduct a large-scale conceptual evaluation to analyze how the proposal impacts understanding of kinematic graphs using…
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Taxonomy
TopicsEducational Games and Gamification · Science Education and Pedagogy · Teaching and Learning Programming
