PhysicsWorld: realidade virtual imersiva sobre colisões elásticas e inelásticas em aulas de física
Resumo
Physics education faces challenges related to abstract concepts such as elastic and inelastic collisions. Virtual Reality (VR) can provide immersive simulations to support learning by visualizing and interacting with these phenomena. This paper presents the development and evaluation of Physic-World, a standalone open-source VR application for Meta Quest 3 with native hand tracking, designed to simulate physical collisions for high school students. An experiment was conducted with 32 students, organized into missions involving collision setup and observation. The evaluation used the System Usability Scale (SUS), the User Experience Questionnaire (UEQ-S), and a perception questionnaire. Results showed a 100% task completion rate, a SUS score of 76.9, and an excellent user experience in both pragmatic and hedonic dimensions (above 1.8). Furthermore, 91% of the students perceived the tool as a valuable complement to classroom activities (sum of ’Agree’ and ’Strongly Agree’). The findings indicate that PhysicWorld has strong educational viability and the potential to effectively support physics teaching in school settings.
Palavras-chave:
Physics education, Virtual Reality, SUS, UEQ
Referências
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John Brooke et al. 1996. SUS-A quick and dirty usability scale. Usability evaluation in industry 189, 194 (1996), 4–7.
Rensis Likert. 1974. A method of constructing an attitude scale. Scaling: A sourcebook for behavioral scientists (1974), 233–243.
Pavel Masopust, Jiří Kohout, Dominik Šilhánek, Libor Šmíd, and Miroslav Randa. 2024. Virtual reality in (physics) education: impact on critical spots. In International Scientific Conference on Distance Learning in Applied Informatics. Springer, 209–221.
Ahmad A Mazhar and Mustafa M Al Rifaee. 2023. A Systematic Review of the use of Virtual Reality in Education. In 2023 International Conference on information technology (ICIT). IEEE, 422–427.
Gustav Bøg Petersen, Giorgos Petkakis, and Guido Makransky. 2022. A study of how immersion and interactivity drive VR learning. Computers & Education 179 (2022), 104429.
Yvonne. Rogers, Helen. Sharp, and Jennifer. Preece. 2023. Interaction Design: Beyond Human-Computer Interaction (6 ed.). John Wiley & Sons Inc.
Agariadne Dwinggo Samala, Soha Rawas, Sandi Rahmadika, Santiago Criollo-C, Ryan Fikri, and Randi Proska Sandra. 2025. Virtual reality in education: global trends, challenges, and impacts— game changer or passing trend? Discover Education 4, 1 (2025), 229.
Martin Schrepp, Andreas Hinderks, and Jorg Thomaschewski. 2017. Construction of a benchmark for the user experience questionnaire (UEQ). International Journal of Interactive Multimedia and Artificial Intelligence 4, 4 (2017), 40–44.
Nishant Shinde and Himangshu Sarma. 2025. Enhancing STEM curriculum with virtual reality: electricity and magnetism simulations. Multimedia Tools and Applications 84, 26 (2025), 30543–30562.
Ian Sommervile. 2019. Engenharia de Software (10 ed.). Pearson, São Paulo.
John Brooke et al. 1996. SUS-A quick and dirty usability scale. Usability evaluation in industry 189, 194 (1996), 4–7.
Rensis Likert. 1974. A method of constructing an attitude scale. Scaling: A sourcebook for behavioral scientists (1974), 233–243.
Pavel Masopust, Jiří Kohout, Dominik Šilhánek, Libor Šmíd, and Miroslav Randa. 2024. Virtual reality in (physics) education: impact on critical spots. In International Scientific Conference on Distance Learning in Applied Informatics. Springer, 209–221.
Ahmad A Mazhar and Mustafa M Al Rifaee. 2023. A Systematic Review of the use of Virtual Reality in Education. In 2023 International Conference on information technology (ICIT). IEEE, 422–427.
Gustav Bøg Petersen, Giorgos Petkakis, and Guido Makransky. 2022. A study of how immersion and interactivity drive VR learning. Computers & Education 179 (2022), 104429.
Yvonne. Rogers, Helen. Sharp, and Jennifer. Preece. 2023. Interaction Design: Beyond Human-Computer Interaction (6 ed.). John Wiley & Sons Inc.
Agariadne Dwinggo Samala, Soha Rawas, Sandi Rahmadika, Santiago Criollo-C, Ryan Fikri, and Randi Proska Sandra. 2025. Virtual reality in education: global trends, challenges, and impacts— game changer or passing trend? Discover Education 4, 1 (2025), 229.
Martin Schrepp, Andreas Hinderks, and Jorg Thomaschewski. 2017. Construction of a benchmark for the user experience questionnaire (UEQ). International Journal of Interactive Multimedia and Artificial Intelligence 4, 4 (2017), 40–44.
Nishant Shinde and Himangshu Sarma. 2025. Enhancing STEM curriculum with virtual reality: electricity and magnetism simulations. Multimedia Tools and Applications 84, 26 (2025), 30543–30562.
Ian Sommervile. 2019. Engenharia de Software (10 ed.). Pearson, São Paulo.
Publicado
27/10/2026
Como Citar
FARIAS, Flávio Miranda de; SILVA, Luis Gustavo F. da; NASCIMENTO, Erland D’ avila; BORGES, Amanda; MUCHALUAT-SAADE, Debora C..
PhysicsWorld: realidade virtual imersiva sobre colisões elásticas e inelásticas em aulas de física. In: WORKSHOP DE FERRAMENTAS E APLICAÇÕES - SIMPÓSIO BRASILEIRO DE SISTEMAS MULTIMÍDIA E WEB (WEBMEDIA), 32. , 2026, Lavras/MG.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 174-177.
ISSN 2596-1683.
DOI: https://doi.org/10.5753/webmedia_estendido.2026.33692.
