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Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.
A set of virtual experiments were designed to use with introductory physics I (analytical and general) class, which covers kinematics, Newton laws, energy, momentum, and rotational dynamics. Virtual experiments were based on video analysis and simula
This Resource Letter draws on discipline-based education research from physics, chemistry, and biology to collect literature on the teaching of thermodynamics and statistical mechanics in the three disciplines. While the overlap among the disciplinar
Introductory electricity and magnetism lab manual was designed to use with virtual Physics II class. The lab manual consists of experiments on electrostatics, electric potential and energy, current and resistance, DC circuits, electromagnetism, and A
This is the third series of the lab manuals for virtual teaching of introductory physics classes. This covers fluids, waves, thermodynamics, optics, interference, photoelectric effect, atomic spectra, and radiation concepts. A few of these labs can b
Computational Thinking (CT) is still a relatively new term in the lexicon of learning objectives and science standards. There is not yet widespread agreement on the precise definition or implementation of CT, and efforts to assess CT are still maturi