Introducing Computer Game Technologies in a Mathematical Modelling and Simulation Course

Christopher E. Peters
KTH Royal Institute of Technology, Stockholm, Sweden

Johan Hoffman
KTH Royal Institute of Technology, Stockholm, Sweden

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Ingår i: Proceedings of SIGRAD 2015, June 1st and 2nd, Stockholm, Sweden

Linköping Electronic Conference Proceedings 120:10, s. 35-37

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Publicerad: 2015-11-24

ISBN: 978-91-7685-855-4

ISSN: 1650-3686 (tryckt), 1650-3740 (online)


This paper describes the use of interactive computer graphics and game technologies in a new mathematical modelling and simulation course at KTH Royal Institute of Technology that commenced in January 2015. In order to better engage students in the subject, elements of the course involved real-time physics scenarios using computer game technologies. An important secondary aim in the course was to develop the ability for students to define their own goals in the absence of specific tasks, which culminated in student-led projects. This paper briefly summarises the pedagogical approach, the course structure and presents a sample of student project work.


Mathematical modelling and simulation; computer games; pedagogy


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