### Abstract

The high dynamics of development of science and technology indisputably conditions the content of training courses in engineering universities. All educational institutions compete for students and resources and do their best to stay in the trend of educational novelties by constantly changing and amending their educational programmes. As a result, the amount of information within training courses becomes disproportionate to the number of hours given for studying a discipline. New knowledge quickly supplants previously assimilated information. Consequently, the quality of learning both fundamental and professional disciplines by students is inevitably afflicted. One of the possible ways of dealing with this issue is implementing new forms of educational process organization that would ensure learning both the fundamentals of scientific knowledge within the subject area, and the ways of thinking and work methods, while ensuring the development of students' abilities. One of such forms of educational process organization are educational games. In 2013, educational game components for the Mathematics and Physics modules have been developed in Tomsk Polytechnic University (TPU) within the framework of the Elite Engineering Education Programme (EEEP), a learning pathway for highly motivated highpotential students. The mathematical module of the EEEP includes linear algebra and analytical geometry, mathematical analysis, differential equations, integral calculus, probability theory and mathematical statistics, modern mathematical methods for engineers, and graph theory. The Physics module includes mechanics, oscillations and waves, molecular physics, thermodynamics, electricity and magnetism, physical optics, quantum nature of radiation, atomic physics, solidstate physics, nuclear and subatomic particle physics. The article presents designs of game component mechanics and dynamics, and also addresses the competencies that students obtain through learning the discipline's sections in the form of game components. The results of this work are game templates that can be used in different modules of a single discipline or several disciplines by varying the sets of tasks.

Original language | English |
---|---|

Title of host publication | Proceedings of the European Conference on Games-based Learning |

Publisher | Dechema e.V. |

Pages | 652-661 |

Number of pages | 10 |

Volume | 2 |

ISBN (Print) | 9781910309551 |

Publication status | Published - 2014 |

### Fingerprint

### Keywords

- Game components
- Game templates
- Gamification
- Mathematics
- Physics

### ASJC Scopus subject areas

- Artificial Intelligence
- Computer Graphics and Computer-Aided Design
- Computer Networks and Communications
- Human-Computer Interaction
- Software
- Control and Systems Engineering
- Education

### Cite this

*Proceedings of the European Conference on Games-based Learning*(Vol. 2, pp. 652-661). Dechema e.V..

**Implementation of games in mathematics and physics modules.** / Zamyatina, Oxana; Yurutkina, Tatyana Yu; Mozgaleva, Polina; Gulyaeva, Kseniya.

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution

*Proceedings of the European Conference on Games-based Learning.*vol. 2, Dechema e.V., pp. 652-661.

}

TY - GEN

T1 - Implementation of games in mathematics and physics modules

AU - Zamyatina, Oxana

AU - Yurutkina, Tatyana Yu

AU - Mozgaleva, Polina

AU - Gulyaeva, Kseniya

PY - 2014

Y1 - 2014

N2 - The high dynamics of development of science and technology indisputably conditions the content of training courses in engineering universities. All educational institutions compete for students and resources and do their best to stay in the trend of educational novelties by constantly changing and amending their educational programmes. As a result, the amount of information within training courses becomes disproportionate to the number of hours given for studying a discipline. New knowledge quickly supplants previously assimilated information. Consequently, the quality of learning both fundamental and professional disciplines by students is inevitably afflicted. One of the possible ways of dealing with this issue is implementing new forms of educational process organization that would ensure learning both the fundamentals of scientific knowledge within the subject area, and the ways of thinking and work methods, while ensuring the development of students' abilities. One of such forms of educational process organization are educational games. In 2013, educational game components for the Mathematics and Physics modules have been developed in Tomsk Polytechnic University (TPU) within the framework of the Elite Engineering Education Programme (EEEP), a learning pathway for highly motivated highpotential students. The mathematical module of the EEEP includes linear algebra and analytical geometry, mathematical analysis, differential equations, integral calculus, probability theory and mathematical statistics, modern mathematical methods for engineers, and graph theory. The Physics module includes mechanics, oscillations and waves, molecular physics, thermodynamics, electricity and magnetism, physical optics, quantum nature of radiation, atomic physics, solidstate physics, nuclear and subatomic particle physics. The article presents designs of game component mechanics and dynamics, and also addresses the competencies that students obtain through learning the discipline's sections in the form of game components. The results of this work are game templates that can be used in different modules of a single discipline or several disciplines by varying the sets of tasks.

AB - The high dynamics of development of science and technology indisputably conditions the content of training courses in engineering universities. All educational institutions compete for students and resources and do their best to stay in the trend of educational novelties by constantly changing and amending their educational programmes. As a result, the amount of information within training courses becomes disproportionate to the number of hours given for studying a discipline. New knowledge quickly supplants previously assimilated information. Consequently, the quality of learning both fundamental and professional disciplines by students is inevitably afflicted. One of the possible ways of dealing with this issue is implementing new forms of educational process organization that would ensure learning both the fundamentals of scientific knowledge within the subject area, and the ways of thinking and work methods, while ensuring the development of students' abilities. One of such forms of educational process organization are educational games. In 2013, educational game components for the Mathematics and Physics modules have been developed in Tomsk Polytechnic University (TPU) within the framework of the Elite Engineering Education Programme (EEEP), a learning pathway for highly motivated highpotential students. The mathematical module of the EEEP includes linear algebra and analytical geometry, mathematical analysis, differential equations, integral calculus, probability theory and mathematical statistics, modern mathematical methods for engineers, and graph theory. The Physics module includes mechanics, oscillations and waves, molecular physics, thermodynamics, electricity and magnetism, physical optics, quantum nature of radiation, atomic physics, solidstate physics, nuclear and subatomic particle physics. The article presents designs of game component mechanics and dynamics, and also addresses the competencies that students obtain through learning the discipline's sections in the form of game components. The results of this work are game templates that can be used in different modules of a single discipline or several disciplines by varying the sets of tasks.

KW - Game components

KW - Game templates

KW - Gamification

KW - Mathematics

KW - Physics

UR - http://www.scopus.com/inward/record.url?scp=84923534418&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84923534418&partnerID=8YFLogxK

M3 - Conference contribution

SN - 9781910309551

VL - 2

SP - 652

EP - 661

BT - Proceedings of the European Conference on Games-based Learning

PB - Dechema e.V.

ER -