| With the continuous development of new technologies and new media,as well as the constant change of public demand and education concept,the expression of games is becoming more and more diversified,and people’s attitude towards games is also changing.The demand and development of games are no longer viewed with traditional concepts,and games are no longer synonymous with "the beast of flood".More and more industries are using games as a means to grow their industry,and at the same time,to drive the growth of games.The disadvantage of traditional games is that they focus too much on entertainment effects,which makes it impossible for people to obtain other efficient and useful values from games.Especially for children,excessive immersion in games will cause some damage to their physical and mental development.With the exploration of gamification of popular science education,popular science education has ushered in a new way of communication and education.Both the entertainment of the game itself and the commonweal and educational nature of its content are more suitable for the current demand of people to use new media to carry out popular science education.However,at present,popular science games in China are still in the stage of exploration,and few of them have theoretical support or practical achievements.A large number of popular science games have serious homogeneity,low acceptance of the public,and the limitations of the balance between education and entertainment.Based on the above research background,this paper focuses on popular science game education and combines Unity physics engine technology to design and create a popular science game with children as the main user.Through the application of literature research method,this paper summarizes the current situation and development trend of popular science games at home and abroad,which serves as the theoretical support for the research design of this paper.The advantages and disadvantages of existing popular science games are analyzed and studied with case analysis method,and further abstracted and summarized to provide reference experience for the design and creation of this paper.With the application of interdisciplinary research method and multi-disciplinary knowledge and methods to support the creation and planning of this study,the advantages of creating popular science games based on Unity physics engine technology are obtained according to the research needs and characteristics of users.Through the combination of theory and practice,based on the characteristics and limitations of children players’ cognitive ability,classical physics discipline knowledge is selected as the reference in daily phenomena,and abstract scientific principles are presented through immersive interactive games.On this basis,the physics engine system are expounded in combination with the Unity of science game "smart wave ratio" of planning design and development process in detail,including the game concept design,character design,scene design,animation design,such as art resources integration,in the Unity engine development platform and bridge design for concrete realization process,the interaction of the game Finally,summarize the development of this topic,discuss and analyze the enlightenment learned from this creation as well as the existing shortcomings,and improve and prospect.In this paper,combining the basic physics knowledge and the game,make it accord with entertainment and education idea,at the same time use the Unity of physics engine technology to develop entertaining,educational science,interactive games,at the same time in the fun,the dissemination of scientific knowledge,promote players learning interest in scientific knowledge,to motivate players to autonomous learning enthusiasm.In the technology-driven digital learning environment,players can feel the physics knowledge such as inertia,gravity and parabola added by the author imperceptibly in this topic,and realize the immersive learning of physics knowledge through game experience.Finally,I hope this design process can provide a feasible reference for the creation of popular science games in the future. |