Abstract
Digital simulators have been studied as auxiliary tools in education, especially in physics classes, with the aim of engaging students' interest and facilitating the understanding of the content. In this sense, this article investigates the use of the Godot Engine, a tool used in the scope of the Visual Physics project of the Federal Institute of Education, Science and Technology of São Paulo (São Paulo campus), for the development of gamified physics simulators; a process that proved to be challenging, since the team needed to be trained in the use of the software. It is intended, therefore, to analyze the problems involving the adaptation of classical physics formulas for use within the engine, in addition to presenting the solutions found so that the simulator could meet the conditions of gamification and simulation of reality.
DOI: https://doi.org/10.56238/sevened2024.041-035