Gamified intervention improves kinematics comprehension in high school students, indicating potential for better engagement and usability.
Interpreting kinematic graphs remains a significant challenge in physics education. The MissionMotion Project addresses this issue by providing a gamified physical-computational environment combining low-cost sensors, physical activity, computational thinking, and real-time visualization of motion graphs. This paper presents the design, development, and implementation of the project, with a particular focus on the pilot phase conducted with high school students in Uruguay. During this phase, we primarily used the MEEGA+ questionnaire to evaluate the gaming experience, usability, and motivation of the participants. Our analysis of the results shows high levels of satisfaction, perceived learning, and engagement, supporting the proposal's viability. Finally, we plan to conduct a large-scale conceptual evaluation to analyze how the proposal impacts understanding of kinematic graphs using standardized assessment tools.
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Dutra et al. (2025) studied this question.
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