GAMIFICATION IN PHYSICS EDUCATION: THE POTENTIAL OF TESTTUBE GAMES TO TRANSFORM SCIENTIFIC LEARNING

Authors

DOI:

https://doi.org/10.51891/rease.v12i1.23876

Keywords:

Gamification. Physics teaching. Meaningful learning. TestTube Games. Educational technologies.

Abstract

Gamification in Physics education has proven to be a promising strategy to overcome the difficulties associated with learning abstract concepts such as energy, motion, and forces. This article analyzes the potential of TestTube Games, a digital platform that integrates game elements into pedagogical practices, aiming to make learning more dynamic, motivating, and accessible. The study addresses the central question: what impacts can the use of TestTube Games generate on student engagement and understanding in the classroom? To answer this issue, bibliographic research was conducted based on recent articles, theses, and reports on gamification and science education. The analysis indicates that the use of the platform contributes to active learning by offering interactive simulations of physical phenomena, immediate feedback, and progressive levels of difficulty. Games such as Gravity Simulator, Bond Breaker, and Black Hole Explorer exemplify the ability to merge theory and practice in playful virtual environments, reducing students’ resistance to traditionally complex topics. The results show that TestTube Games fosters motivation, enhances conceptual understanding, and promotes greater student engagement. However, challenges were identified regarding schools’ technological infrastructure and teacher training to properly integrate these digital resources into the curriculum. It is concluded that TestTube Games represents a relevant tool for Physics teaching, but its effectiveness depends on institutional conditions, pedagogical support, and teacher training, reinforcing the importance of future empirical research to consolidate its application in different educational contexts.

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Author Biographies

Giuliano Eduardo Batista Cutrim

Doutorando em Ensino de Ciências e Matemática. UEMA. São Luís, Maranhão, Brasil. 

Raimundo Cazuza da Silva Neto, UEMA

Doutorando em Ensino de Ciências e Matemática. UEMA. São Luís, Maranhão, Brasil.

Francisco das Chagas Soares, UEMA

Doutorando em Ensino de Ciências e Matemática. UEMA. São Luís, Maranhão, Brasil. 

Jadiel Carlos Asevedo Silva, UEMA

Doutorando em Ensino de Ciências e Matemática. UEMA. São Luís, Maranhão, Brasil.

Jálio Araújo da Silva, UEMA

Mestrado Profissional em Ensino de Matemática – ProfMat. UEMA. São Luis, Maranhão, Brasil. Orcid: 0009-0001-1413-0370. 

Nathanael de Sousa Barreto, UEMA

Mestrado Profissional em Ensino de Matemática – Prof Mat. UEMA. São Luis, Maranhão, Brasil.   Orcid: 0009-0008-2191-6655. 

Alysson Rangel Sousa Brito, UEMA

Mestrado Profissional em Ensino de Matemática – Prof Mat. UEMA. São Luis, Maranhão, Brasil. Orcid: 0009-0007-4428-5633. 

Weslley Jonh Barros Silva, UEMA

Mestrado Profissional em Ensino de Matemática – Prof Mat. UEMA. São Luis, Maranhão, Brasil. Orcid: 0000-0002-7959-4264. 

Published

2026-01-30

How to Cite

Cutrim, G. E. B., Silva Neto, R. C. da, Soares, F. das C., Silva, J. C. A., Silva, J. A. da, Barreto, N. de S., … Silva, W. J. B. (2026). GAMIFICATION IN PHYSICS EDUCATION: THE POTENTIAL OF TESTTUBE GAMES TO TRANSFORM SCIENTIFIC LEARNING. Revista Ibero-Americana De Humanidades, Ciências E Educação, 12(1), 1–9. https://doi.org/10.51891/rease.v12i1.23876