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Teaching physics with Angry Birds: exploring the kinematics and dynamics of the game
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Abstract
In this paper, we present classroom strategies for teaching kinematics at
middle and high school levels, using Rovio’s famous game Angry Birds and
the video analyser software Tracker. We show how to take advantage of this
entertaining video game, by recording appropriate motions of birds that
students can explore by manipulating data, characterizing the red bird’s
motion and fitting results to physical models. A dynamic approach is also
addressed to link gravitational force to projectile trajectories.
position and speed, for the two types of Figure 4. Modelling on the graph y(t). The value of
motion (urm and uvrm along the x and the second-order term (a), multiplied by two, gives
y axes, respectively), associating mathematical the vertical acceleration of −185.584 pixels per second
expressions with the physical equations of squared (pixel s−2 ).
kinematics, and giving an interpretation for the
physical quantities involved. objects and birds. The only parameter that can be
The interpretation of the parabolic motion measured is time.
requires a graphical analysis of the position To overcome this problem, we may consider
and speed with time, along the x and y axes. that the virtual world of Angry Birds is somewhere
To help students analyse the two components on Earth (after all it is a game created by humans).
of the motion, we suggest they should admit Therefore, a challenging problem can be put to
the motion of two independent particles, each the students: ‘determine the dimensions of the
‘particle’ following the laws of motion for the red bird, knowing that the launch occurs on
bird in the corresponding axis. With Tracker it is Earth’.
possible to create virtual models of particles with In the following, we suggest two methods
the Model Builder module, plotting on the x and to compute the dimensions of objects in Angry
y axes the positions that obey the corresponding Birds, considering the standard gravitational
bird’s laws of motion, as if they were shadows of acceleration on Earth as 9.8 m s−2 .
the bird projected on the axes (figure 3).
The dynamic approach to the movement of
the bird comes from asserting that the parabolic Method 1: fitting to the position graph data
shape of the trajectory must be related to the Using the default calibration tape (figure 1),
existence of an external force acting on the bird students can use the graph y(t) by fitting
(according to Newton’s first law). The parabolic parameters to a quadratic equation (figure 4). At
motion gives two important dynamic indications: this point they should know the physical meaning
(1) there is a downward vertical acceleration, of all the parameters they need to fit, but they
suggesting the existence of a force similar to must recognize that the acceleration value, set by
the gravitational and (2) the air resistance is the coefficient of the quadratic term of the fitting
negligible. The use of the Data Tool module equation, is given in pixels per second squared.
allows identification of the acceleration of the Now students must realize that if the game
bird. takes place somewhere on Earth, the gravitational
One problem that can be given to students, acceleration will be 9.8 m s−2 . So, there is a
in particular at university level, concerns the directly proportional relationship between the
dimensions in the Angry Birds world. As already value of the acceleration from the fit and the
mentioned, there are no references in the game gravity on Earth that allows them to convert
that allow us to know the ‘real’ dimensions of the standard unit (pixel) into SI units (metres)
Dimensions
Figure 7. The graph vy (t). The instant thmax can be
determined at vy = 0, using the fitting equation. To calibrate the dimensions of objects in the
game, students must choose the highest possible
during the recording. Obviously, the error will lengths for the calibration tape, because the
be smaller for higher recording acquisition rates larger the tape calibration, the lower the error
(frames s−1 ). For example, if the game is recorded introduced. Taking the frame when t = 1.967 s
at a rate of three frames per second, the time error and using equation (3), they can calculate the
is about 0.33 s, while if recording at 25 frames respective marked position of the bird: y =
per second, the time error estimate decreases to 18.75 m. This value must now be inserted into the
0.04 s. In this work we recorded at a rate of 30 calibration tape (figure 8). Finally, students can
frames per second (time error of about 0.033 s). use the tape tool to measure the dimensions of the
Measuring thmax = (1.967 ± 0.033) s from objects in the game.
the data table, students can determine v0y by Teachers can also ask students to complete
solving, according to equation (2), the relation the study of the bird’s motion, finding the
0 = v0y − gthmax . Admitting g = 9.8 m s−2 , it equation of the horizontal movement, by deter-
gives v0y = (19.28 ± 0.32) m s−1 . This procedure mining the horizontal initial speed with a similar
is very simple and the uncertainty is about 1.7%. procedure. This is an easy task since the necessary
Another, perhaps more sophisticated, way to parameters (maximum range and flight time) are
obtain v0y is by using the graph vy (t) (figure 7). obtained from the graph vx (t).
From the fitting parameters in figure 7,
we compute as an average value thmax =
361.646/184.898 = 1.956 s. The estimated Conclusions
uncertainty is about 1.3% (this can be calculated Angry Birds is a good example of how video
with Excel from the standard deviations of the games can be used in physics classes for teaching
linear fit). and learning physics. In this paper we have
Using equation (2) and g = 9.8 m s−2 , reported how to explore kinematics and dynamics,
at thmax = 1.956 s we obtain v0y = (19.17 ± within the subject of projectile motion, using the
0.25) m s−1 . These results are very similar to red angry bird; other physical concepts and laws
those reported above within the experimental (such as linear momentum or the conservation
error. laws) can be taught with other birds from the
Therefore, the expressions that quantify the game [13–15].
bird’s position and speed during the vertical The game itself has also now been developed
motion are: to higher stages, with gravity effects around plan-
ets [16] and new features based on the successful
y = 19.17t − 4.9t2 (m) (3)
Star Wars films being introduced [17]. This
vy = 19.17 − 9.8t (m s
2 −1
). (4) gives more opportunities for exploring physics