On Mon, Nov 26, 2012 at 12:53 AM, roberto03 <firstname.lastname@example.org> wrote: > > Hello, I'd like to ask you if anyone is currently studying the possibility of using modern computer games (Call of Duty, World of Warcraft etc.) in some Math (Algebra and Geometry) lessons. > > Thank you very much. > > Roberto
Yes Roberto, the game engine approach to physics and mathematics is well developed in some schools, especially in Japan.
Keith Devlin has received publicity for urging a similar approach through Stanford but there's no sense in waiting.
A closed source game will be inspirational and is played recreationally meaning there's no need to add motivation to play games.
"With higher performance processors and tools to rapidly create the volumetric tessellations, real-time finite element systems began to be used in games, beginning with Star Wars: The Force Unleashed that used Digital Molecular Matter for the deformation and destruction effects of wood, steel, flesh and pants using an algorithm developed by Dr. James O'Brien as a part of his PhD thesis." -- Wikipedia, Physics engine
The learning comes through when you reduce the physics to special case instances that highlight specific principles and related math.
In the early grades, familiarity with coordinate systems is a focus, with kinetics coming more in college (mechanics).
At a most primitive level, translation, scaling, rotation, and the rules of perspective rendering have the floor (receive most attention).
This is where the polyhedrons come in, as entities to be rendered, translated, rotated, scaled -- and later to be textured and modeled in avatars for game play.
Matrix algebra and quaternions fit here, as part of a single thread. Here's an essay for gamers that helps pass on the lore: