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Physics Frogger

Physics Frogger

Move the frog safely to a lily pad. Ideally, you should aim for the yellow one, which is selected randomly at the start of the game. The frog dies if it travels off the screen (to the left or to the right), if it is hit by a vehicle, or if it falls into the water. To get across the water, it must jump onto floating objects, including the turtles and fish.

  • Click or tap to begin. If the frog dies or if it safely reaches the lilypad, then click or tap again to restart the game. Click "Replay" to play the game again with the same initial positions of all the objects.
  • On a computer or tablet with a keyboard, use the arrow keys to jump left, right, up, or down. Alternatively, or if no keyboard is present or it affects the page in which the game appears (such as an ePub reader), click above the frog to make it jump up, below it to make it jump down,and to one of its sides (but in roughly the same horizontal row) to make it jump left or right.
Physics Frogger Credits

Physics Frogger Credits

Our game is inspired in the original Frogger game designed by Konami.

Resources used in our game:

  • Images of the boat, turtle, fish, motorcycle, red car, yellow car and the skull are from Pubzi.com.
  • The brick path, logs, truck, and frog were drawn by Aaron Titus. The color and shape of the frog was inspired by Play Frogger.
Book page

Exploring Physics with Video Games

Exploring Physics with Video Games combines classic arcade games, new app-based games, and physics instruction in one self-contained ePub readable on a computer, tablet, or smartphone.

The book is for people of all ages who are interested in video games and even more interested in the physics behind videos games - the physics that makes objects move, bounce, shoot, explode, collide, and jump. Classic videos games like Asteroids, Space Invaders, Lunar Lander, Frogger, and Missile Command were all created with basic physics. Many recent games like Angry Birds, Flappy Bird, and Cut the Rope are based on a robust physics engine that performs calculations in the game. In some parts of the games, the physics is realistic. In other parts of the games, the physics is fake. By "fake" we mean that it follows laws of physics from a fictional universe or employs fictional technology in the game's world that is not apparent to the user.

This cutting-edge book uses games to teach physics and uses physics to teach games, making learning physics and gaming more fun than you ever imagined. As the first eBook to combine games and physics, we are exploring a new way to deliver fun, educational eBooks.

Let the games begin!

 

Translations

Code Language Translator Run

Credits

Aaron Titus; Francisco Esquembre

 

  • Gameplay: The objective is to move a frog safely to a randomly selected yellow lily pad. The frog faces several dangers: falling off-screen, being hit by vehicles, or falling into the water. To cross the water, the frog must jump on floating objects like turtles and fish.
  • Quote: "Move the frog safely to a lily pad. Ideally, you should aim for the yellow one, which is selected randomly at the start of the game. The frog dies if it travels off the screen (to the left or to the right), if it is hit by a vehicle, or if it falls into the water. To get across the water, it must jump onto floating objects, including the turtles and fish."
  • Controls: The game can be controlled by clicking/tapping (to start/restart) and using arrow keys on a keyboard or by clicking/tapping around the frog to initiate jumps in different directions. This caters to different input methods and device types.
  • Replayability: A "Replay" button allows users to play again with the same initial object positions, which could be useful for focusing on specific strategies or mathematical calculations.
  • Inspiration and Resources: The game is inspired by the original Konami "Frogger" game. It utilizes images from Pubzi.com and original artwork by Aaron Titus, indicating a combination of borrowed and original assets.
  • Quote: "Our game is inspired in the original Frogger game designed by Konami."
  • Categorization: The game is categorized under "Mathematics," "Addition and Substraction," and "Games," suggesting its primary intended use is within a mathematical context, likely for practicing these skills in an engaging way.
  • Related Resources: The page provides a link to another frog-themed game on CBC Kids, suggesting a broader interest in using this game archetype for educational purposes.

2. Exploring Physics with Video Games

Main Theme: This section introduces an eBook that aims to teach physics concepts through the lens of video games, bridging the gap between entertainment and scientific understanding.

Key Ideas and Facts:

  • Interdisciplinary Approach: The book uniquely combines classic and modern video games with physics instruction, suggesting a novel and potentially engaging method for learning.
  • Quote: "Exploring Physics with Video Games combines classic arcade games, new app-based games, and physics instruction in one self-contained ePub readable on a computer, tablet, or smartphone."
  • Target Audience: The book is intended for a broad audience "of all ages who are interested in video games and even more interested in the physics behind videos games."
  • Physics in Games: It highlights that many video games, both classic and modern, are based on fundamental physics principles, including mechanics (motion, bouncing, collisions, jumping) and even fictional physics within their game worlds.
  • Quote: "Classic videos games like Asteroids, Space Invaders, Lunar Lander, Frogger, and Missile Command were all created with basic physics. Many recent games like Angry Birds, Flappy Bird, and Cut the Rope are based on a robust physics engine that performs calculations in the game."
  • Realistic vs. Fake Physics: The book explores the distinction between realistic physics simulations in games and "fake" physics, which might involve fictional laws or technologies. This encourages critical thinking about the mechanics of games.
  • Quote: "In some parts of the games, the physics is realistic. In other parts of the games, the physics is fake. By 'fake' we mean that it follows laws of physics from a fictional universe or employs fictional technology in the game's world that is not apparent to the user."
  • Educational Innovation: The excerpt emphasizes the book's innovative approach to education, positioning it as a "cutting-edge book" and "the first eBook to combine games and physics" in this way.
  • Quote: "This cutting-edge book uses games to teach physics and uses physics to teach games, making learning physics and gaming more fun than you ever imagined."
  • Quote: "As the first eBook to combine games and physics, we are exploring a new way to deliver fun, educational eBooks."
  • Availability: The book is available as an ePub, making it accessible on various digital devices.

3. Connections and Implications

  • The "Physics Frogger" game can be seen as a practical example of the principles discussed in "Exploring Physics with Video Games." While primarily categorized under mathematics, the game mechanics (movement, collisions with vehicles, interaction with water and floating objects) inherently involve basic physics concepts, even if not explicitly detailed within this excerpt.
  • The resources highlight the potential of using interactive games and simulations, especially those based on familiar game formats, to engage learners and make abstract concepts more tangible.
  • The open educational resource nature of the platform and the provision of embed codes encourage the dissemination and integration of these tools into educational settings.
  • The "Exploring Physics with Video Games" book suggests a deeper exploration of the physics principles underlying various games, potentially providing a theoretical framework for understanding and even designing games like "Physics Frogger" with more explicit physics learning objectives.

4. Further Considerations

  • The specific physics principles (if any beyond basic movement and collision) embedded in the "Physics Frogger" game would require further investigation by playing the game or accessing additional documentation.
  • The "Sample Learning Goals" and "For Teachers" sections for the "Hodgeheg Frogger Game" (mentioned but containing "[text]") would provide more insight into the intended educational outcomes and pedagogical strategies associated with the game.
  • The breadth and depth of the physics concepts covered in "Exploring Physics with Video Games" would need to be assessed by reviewing the book's content.

This briefing document provides an overview of the key aspects of the "Hodgeheg Frogger Game" and the "Exploring Physics with Video Games" concept as presented in the provided excerpts. These resources demonstrate an innovative approach to education by leveraging the engaging nature of video games to teach both mathematical and physical principles

 

 

Hodgeheg Frogger Game Study Guide

Quiz

  1. What is the primary objective of the Physics Frogger game?
  2. Describe at least two ways the frog can die in the Physics Frogger simulation.
  3. What input methods can be used to control the frog's movement in the simulation on different devices?
  4. Who designed the original Frogger game that inspired this simulation?
  5. Name at least three visual resources (images or drawings) used in the Physics Frogger game and their sources or creators as mentioned in the text.
  6. What is the main focus of the book "Exploring Physics with Video Games"?
  7. According to the text, what does it mean when the physics in a video game is described as "fake"?
  8. What makes the book "Exploring Physics with Video Games" a "cutting-edge" educational resource, as stated in the text?
  9. Besides the Hodgeheg Frogger game, can you name another game simulation listed on the webpage?
  10. What is the license under which the contents of the Open Educational Resources / Open Source Physics @ Singapore website are shared?

Quiz Answer Key

  1. The primary objective of the Physics Frogger game is to move the frog safely to a lily pad, ideally the randomly selected yellow one.
  2. The frog can die by traveling off the screen (left or right), by being hit by a vehicle, or by falling into the water.
  3. On a computer or tablet with a keyboard, arrow keys can be used. Alternatively, users can click or tap above, below, or to the sides of the frog to make it jump up, down, left, or right, respectively.
  4. The original Frogger game was designed by Konami.
  5. Examples include images of the boat, turtle, fish, motorcycle, red car, yellow car, and skull (from Pubzi.com), and drawings of the brick path, logs, truck, and frog (by Aaron Titus, with the frog's color and shape inspired by Play Frogger).
  6. The main focus of the book "Exploring Physics with Video Games" is to combine classic arcade games, new app-based games, and physics instruction to teach physics through games and games through physics.
  7. When physics in a video game is "fake," it means it follows laws of physics from a fictional universe or employs fictional technology not apparent to the user.
  8. The book is described as cutting-edge because it is presented as the first eBook to combine games and physics as a new way to deliver fun, educational eBooks.
  9. Examples of other game simulations listed on the webpage include "Lunar Lander Game JavaScript Simulation Applet HTML5," "Shoot SI Unit Game Simulator HTML5," and "Catch Correct Chinese Phase Game HTML5." (Any listed game simulation is acceptable).
  10. The contents are licensed under the Creative Commons Attribution-Share Alike 4.0 Singapore License.

Essay Format Questions

  1. Discuss the potential benefits and challenges of using video games, such as Physics Frogger, as tools for teaching physics concepts. How can educators effectively integrate such resources into their lessons?
  2. The text highlights the difference between "realistic" and "fake" physics in video games. Analyze the pedagogical implications of this distinction. In what ways might both types of physics contribute to or detract from the learning of real-world physics?
  3. The Open Educational Resources / Open Source Physics @ Singapore website offers a wide array of simulations and resources. Based on the provided excerpt, what conclusions can you draw about the website's overall mission and target audience? Support your answer with specific examples from the text.
  4. "Exploring Physics with Video Games" aims to make learning physics and gaming more fun. In your opinion, based on the description provided, how effectively might this approach engage learners of different ages and backgrounds? What are some potential advantages and disadvantages of this "edutainment" model?
  5. The Physics Frogger game is inspired by a classic arcade game. Discuss the value of using familiar or retro game concepts in educational simulations. What elements of the original Frogger game might make it a suitable foundation for a physics-based learning tool?

Glossary of Key Terms

  • Simulation: A computer-based model that imitates a real-world system or process, allowing users to interact with and observe its behavior.
  • Applet: A small application, often written in Java or JavaScript, that runs within another application, typically a web browser.
  • HTML5: The latest evolution of the Hypertext Markup Language, which is used to structure and present content on the World Wide Web. It supports multimedia and interactive elements without the need for plugins.
  • Open Educational Resources (OER): Teaching, learning, and research materials that are available freely online for anyone to use, adapt, and share.
  • Open Source: Software or other works for which the source code is made freely available and may be redistributed and modified.
  • JavaScript: A programming language commonly used to add interactivity to websites and to create web-based applications and games.
  • Physics Engine: A software component used in simulations and video games to provide accurate simulation of physical systems, including mechanics, rigid body dynamics, collision detection, and more.
  • Pedagogical: Relating to teaching or education.
  • Edutainment: Content designed to be both educational and entertaining.
  • Creative Commons License: A type of public copyright license that enables the free distribution of an otherwise copyrighted work. The specific license mentioned, Attribution-Share Alike 4.0 Singapore, requires users to attribute the original creator and license any derivative works under the same terms.

Sample Learning Goals

[text]

For Teachers

[text]

Research

[text]

Video

[text]

 Version:

  1. https://weelookang.blogspot.com/2019/03/hodgeheg-frogger-game-javascript.html

Other Resources

https://www.cbc.ca/kidscbc2/content/games/jumper-frog/index.html

end faq

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Frequently Asked Questions: Physics Frogger and Exploring Physics with Video Games

1. What is Physics Frogger?

Physics Frogger is a web-based game inspired by the classic Frogger, where the player controls a frog and must navigate it safely across a road and river to reach a lily pad. The goal is to avoid hazards such as moving vehicles and falling into the water, using floating objects like turtles and fish to cross the river. Successfully reaching a randomly selected yellow lily pad is the ideal outcome. The game incorporates elements of timing, spatial awareness, and quick decision-making.

2. How do I play Physics Frogger?

To start playing, simply click or tap on the game screen. On a computer or tablet with a keyboard, you can use the arrow keys to make the frog jump in the corresponding direction (up, down, left, or right). If a keyboard is not available or if it interferes with the page, you can click above the frog to jump up, below it to jump down, and to the sides (horizontally aligned) to jump left or right. If the frog dies or reaches the lily pad, click or tap again to restart. The "Replay" button restarts the game with the same initial arrangement of objects.

3. What are the dangers in Physics Frogger?

The frog faces several dangers: traveling off the left or right edges of the screen, being hit by any of the moving vehicles (cars, motorcycles, trucks, boats), or falling into the water. To cross the water, the frog must jump onto the floating turtles and fish; otherwise, it will perish.

4. What is "Exploring Physics with Video Games"?

"Exploring Physics with Video Games" is an eBook designed to teach physics concepts through the lens of both classic and contemporary video games. It explores the physics principles that govern the movement, interactions, and behaviors of objects within these games, such as motion, collisions, explosions, and gravity.

5. What kind of games are discussed in the "Exploring Physics with Video Games" book?

The book covers a wide range of games, including classic arcade titles like Asteroids, Space Invaders, Lunar Lander, Frogger, and Missile Command, as well as more recent app-based games such as Angry Birds, Flappy Bird, and Cut the Rope. This diverse selection illustrates how fundamental physics principles are applied in different gaming contexts.

6. How does "Exploring Physics with Video Games" connect physics to gaming?

The book uniquely bridges the gap between physics and video games by explaining the underlying physics principles that make game mechanics work. It discusses how objects move, bounce, shoot, explode, collide, and jump based on physics. It also distinguishes between realistic and "fake" physics in games, where the latter might involve fictional laws or technologies for gameplay purposes. The approach aims to make learning physics more engaging and relatable by using games as illustrative examples.

7. Who is the target audience for "Exploring Physics with Video Games"?

The book is intended for a broad audience, including individuals of all ages who have an interest in video games and are curious about the physics that drives them. It caters to those who want to understand the science behind the games they play and offers a new and entertaining way to learn physics concepts.

8. What are the learning goals associated with Physics Frogger and "Exploring Physics with Video Games"?

While specific learning goals for Physics Frogger are not explicitly detailed in the excerpt, its integration with "Exploring Physics with Video Games" suggests it can be used to illustrate concepts related to motion, timing, risk assessment, and spatial reasoning. The broader learning goal of the eBook is to use video games as a fun and accessible medium for teaching and understanding fundamental physics principles.

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