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Multimedia Science
Mechanics Games & Demos
   
 
Science Software By Science Teachers For Science Teachers
 

The Physics Mechanics Games & Demos software is a set of multimedia modules that includes challenges, games, and demonstrations in the areas of motion, forces, vectors, 2D motion, momentum, and work & energy. The main menu from which the modules are run and other screen shots with more information on several of the modules are given below.

 
screen of mechanics games & demos main menu
 
Games & Challenges
The games and challenges help motivate students by allowing them to solve real world problems in a fun gaming environment. These modules are designed to be used by one or a group of students on a single computer or in a computer lab setting and allow the teacher to be a facilitator of student problem solving. The scores can be used for assessment or for creating a more competitive atmosphere. In a number of these modules, the scores can be saved to a high score table.
 
  Acceleration of Gravity Game
Students must solve acceleration of gravity problems to succeed in these three missions, each with two levels: 1) blowing up the ammunitions dump, 2) hitting the running figures with water balloons, and 3) saving the runaway hot air balloon. A score is kept for each ten mission attempts.
  screen from acceleration of gravity game module
       
  Jectile - Projectile Motion Game
Always a student favorite, projectile motion problems, both horizontal and at an angle, must be solved to save the earth from alien attack. Wind and the aliens' ability to warp gravity provide a challenge in the more difficult missions. A score is kept for each ten missions, with different points for each level.
  screen from Jectile module - projectile motion game
       
  Torque Challenge
Students must use their knowledge of torque to solve problems of four levels of increasing difficulty. This is a great challenge to use right after a torque lab - find out if the student participated or just watched. One or two forces are applied to the left side of the balance beam and students must calculate the force and its distance on the right side to balance the beam.
  screen from torque challenge module
       
  Motorboat Challenge
Students must use all of their vector skills to steer their boats across the river. There are five increasingly difficult levels, the last two deceptively difficult - from a starting level which is a simple velocity problem to the final level which requires a difficult two equation solution. While designed to be used in a computer lab setting, this module works well as a cooperative problem solving session using a projector and computer in front of the classroom.
  screen from motorboat challenge module
       
Demos
Demonstrations are designed to be used in front of the classroom using a computer and projector. These modules help students to clearly see basic physics principles and difficult concepts by using graphics, animations, and simulations.
       
 

Motion Graphing
You can change the starting distance, initial velocity, and acceleration of the car in this simulation. When you start the simulation, three things are shown simultaneously: the motion of the car along a distance ruler; dots drawn every second along the distance ruler; and the distance, velocity, and acceleration versus time graphs. This module can be used with the Motion Timer Challenge to help students connect the motion of the car, the ticker timer dots, and the graphs.

This is a also a good follow-up to the ticker timer lab (see the Mechanics Lab softare package) and extends the student's knowledge of the drawing of d vs t, v vs t, and a vs t graphs where the starting distances and velocities are not zero and where the graphs are not simple straight lines or parabolas going upwards.

  screen from motion graphing demo module

screen from motion graphing module
       
  Impulse Demo
This set of three demos illustrates several important aspects of impulse. Simulation 1 helps answer the question: which would hurt more, an object that hits you and sticks or hits you and bounces off? Simulation 2 illustrates how follow though increases the final velocity of a tennis ball hit by a raquet. And simulation 3 lets students see how a puck hit at high speed affects the final velocity of the goalie. This can be used very effectively along with the famous scene in the Mighty Ducks movie where a puck drives the goalie through the back of the net.
  screen from impulse demo module
       
The site license version of Mechanics Games & Demos can be installed onto and run from a server and accessed by all students and teachers in a school.