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3D gaming technologies for visualization.
Mastering the core principals of Electricity and Magnetism is notoriously
difficult. Science educatiors have been examining this troublesome area
for decades. As Dede et al. write "Electromagnetic fields are three-dimensional,
abstract, and have few analogies to learners everyday experiences.
As a result, students have trouble understanding the relationship of abstractions
about electric fields to phenomenological dynamics." Learners often
confuse the concepts of force and energy or fail to understand how electric
charges interact with test charges. Students lack real-life referents
of electromagnetic interactions, intuitive metaphors for understanding
the interactions, or environments for testing their thoughts and assumptions
about how charges interact. As a result, tudents frequently develop and
retain impoverished understandings and misconceptions of Electromagnetic
phenomena.
Intuitive
understandings of an immersive world.
A game on Electromagnetism could give learners opportunities to interact
with Electromagnetic phenomena. Learners experiences manipulating
charges and interacting within Electromagnetic worlds could be the basis
for developing qualitative understandings of these phenomena. Research
(Dede et al., 1999; Reimann & Spada, 1996; White, 1993; White &
Frederickson, 1992) suggests that such qualitative experiences are the
foundation for more scientific, abstract understanding.
Fantastic,
surrealist environment
Over the last ten years, many American game designers have become increasingly
interested in providing "realistic" graphics. We believe that
there is an array of untapped aesthetic areas to explore in creating surrealistic,
fantastic, or "other-worldly worlds". Most game designers have
assumed that game spaces should roughly model reality in order to provide
a intuitive feel to the gameplay. Why not create a game where surprise
is built into every new interaction in the environment? As Steven Poole
argues, as gaming graphics approach photorealism, the next generation
of innovations in game design may come from creating fantastic, but internally
consistent worlds rather than "realistic" environments.

Copyright 2002, MIT.
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