2015
DOI: 10.1590/s1806-11173731836
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Living under attack in a one-dimensional virtual world

Abstract: We present a kinematics problem in the framework of a videogame. Students are asked to find possible extensions of a safety zone on the x -axis to the right of an indestructible defense wall of height h placed at x = d in which the point-like balls, fired by strange attackers from the origin O of an Oxy reference system, cannot fall. We solve this problem analytically and suggest generalizations. This exercise may be appealing to students who play videogames, since it is proposed by recalling typical situation… Show more

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“…At the same time, we can define the enveloping parabola which encloses all trajectories at a fixed value of v 0 . Therefore, a projectile, launched with initial speed v 0 at an angle θ, such that 0 < θ < π 2 , cannot go beyond the parabolic curve [9]: In figure 1 this curve is represented by a dashed black line and parabolic trajectories are shown, for v 0 = 4.0 m s −1 and for various angles θ. In elementary physics courses it is also shown that the various trajectories shown as coloured lines in figure 1 intersect the x-axis at x = 0 (initial…”
Section: The Maximum Range Of the Particlementioning
confidence: 99%
“…At the same time, we can define the enveloping parabola which encloses all trajectories at a fixed value of v 0 . Therefore, a projectile, launched with initial speed v 0 at an angle θ, such that 0 < θ < π 2 , cannot go beyond the parabolic curve [9]: In figure 1 this curve is represented by a dashed black line and parabolic trajectories are shown, for v 0 = 4.0 m s −1 and for various angles θ. In elementary physics courses it is also shown that the various trajectories shown as coloured lines in figure 1 intersect the x-axis at x = 0 (initial…”
Section: The Maximum Range Of the Particlementioning
confidence: 99%
“…No campo da educação, estudos têm apontado para a dimensão educativa dos videogames, defendendo que esses podem contribuir para a aprendizagem de conteúdos curriculares (Leffa, Bohn, Damasceno, & Marzari, 2012;Alves, 2008;Cani, Pinheiro, Santiago, & Soares, 2017;Amorim, Oliveira, Santos, & Quadros, 2016;Castro Castro, Muñoz González, & Brazo Millán, 2018;Faella & Luca, 2015); assim como para a discussão de novas estratégias didáticas no contexto escolar (Gee, 2009;Gómez-Álvarez, Echeverri, & González-Palacio, 2017;Ortiz-Colón, Jordán, & Agredal, 2018;Castro & Gonçalves, 2018). Além disso, há estudos apontando os videogames como ferramentas interessantes para a promoção saúde (Dias, Domingues, Tibes, Zem-Mascarenhas & Fonseca, 2018;Baum & Maraschin, 2016Meneghini, Barbosa, Mello, Bonetti, & Guimarães, 2016;Ramos & Segundo, 2018;Vojciechowski et al, 2017;Ramos, Fronza & Cardoso, 2018;Martel, Colussi & Marchi, 2016;Natal et al, 2016).…”
Section: Introductionunclassified