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USING GODOT TO CREATE GAMIFIED SIMULATORS

Daniel de Andrade Moura

Sabrina Souza da Silva

Lucas Martins

Marina Mendes Rezende

Guilherme Ferreira da Silva

Luciano da Silva Carvalho

Carlos Antônio de Souza Galdino Junior

José Vinicius Gonçalves

Maria Nicole Nascimento Silva

Gabriela Yuri Yoshimoto Matsuo


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 


Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Copyright (c) 2024 Daniel de Andrade Moura, Sabrina Souza da Silva, Lucas Martins, Marina Mendes Rezende, Guilherme Ferreira da Silva, Luciano da Silva Carvalho, Carlos Antônio de Souza Galdino Junior, José Vinicius Gonçalves, Maria Nicole Nascimento Silva, Gabriela Yuri Yoshimoto Matsuo

Author(s)

  • Daniel de Andrade Moura
  • Sabrina Souza da Silva
  • Lucas Martins
  • Marina Mendes Rezende
  • Guilherme Ferreira da Silva
  • Luciano da Silva Carvalho
  • Carlos Antônio de Souza Galdino Junior
  • José Vinicius Gonçalves
  • Maria Nicole Nascimento Silva
  • Gabriela Yuri Yoshimoto Matsuo