Enhancing Kinematics Understanding Through a Real-Time Graph-Based Motion Video Game
Mateo Dutra, Marcos Abreu, Martín Monteiro, Silvia Sguilla, Cecilia Stari, Alvaro Suarez, Arturo C. Marti
TL;DR
Problem: students struggle to grasp kinematics and interpret motion graphs. Approach: MissionMotion—a real-time graph-based motion video game—bridges embodied movement and sensor data to let students reproduce target graphs with immediate feedback, across keyboard/mouse and sensor-enabled input modes. Findings: initial pilots report high engagement, positive usability, and reflective discussions on motion graphs, with teachers expressing enthusiasm for classroom integration; conceptual gains are being evaluated with pre/post assessments in ongoing work. Significance: the freely available, platform-agnostic tool supports experimentation, computational thinking, and playful learning in physics classrooms.
Abstract
Kinematics is a core topic in early physics courses, yet students often struggle to interpret motion and its graphical representations. To tackle these difficulties, we developed MissionMotion, a physical-computational videogame where students reproduce target motion graphs using real-time data from their own movements or from sensors connected through micro:bit or Arduino. The system displays both the target and the user-generated graph, providing immediate visual feedback and a score based on similarity. We piloted the environment with ninth-grade students in different school contexts and evaluated their experience using the MEEGA+ instrument. The results show strong engagement, positive perceptions of usability, and evidence that the game promotes reflection on motion graphs in ways that rarely emerge in traditional lessons. MissionMotion runs on any web-enabled device and all materials are openly available, offering teachers an accessible tool to integrate experimentation, computational thinking, and playful learning into physics classrooms.
