Computer Physics Communications 1 Computers in Physics
Education Francisco Esquembre* Departamento de Matemáticas, Universidad de
Murcia, Campus de Espinardo, 30071 Murcia, SPAIN Elsevier use only: Received
date here; revised date here; accepted date here Abstract We start with an
exposition of the situation the physics education community is living at the
beginning of the 21st century. We revise the findings of Physics Education
Research and then make a short survey on the different possible uses of computers
in education as well as point out what are the best practices in classroom and
present some outstanding experiences and uses. © 2001 Elsevier Science. All
rights reserved. Keywords: Computers in Physics Education; Physics Education
Research. ——— * Tel.: +34 968363534; fax: +34 968364182; e-mail: fem@um.es
Note: Being a survey, this paper contains many literal quotations and
re-elaboration of ideas from other authors. Quotes have been suppressed for
readability, but proper references are readily included. 1. The state of
Physics Education at the beginning of the 21st century Traditionally, the
question of whether students really learn the fundamental concepts of physics
after succeeding introductory courses has always worried faculty. The answer to
this question being, in some cases, a strong feeling of failure. This feeling
has been incremented in some countries, as the results of international
comparison tests have shown how their students, coming from theoretically more
advanced countries, perform worse than the average. But what has definitely
contributed to raise a great concern in the community has been the longlasting
decline on the figures of enrollments of physics majors. However, this concern
affects not only individuals and educational institutions who care about
keeping their own jobs or educational market share, but also governmental
agencies and professional organizations who are aware that the Computer Physics
Communications 2 Computer Physics Communications technology that fueled the
recent economic expansion was built by former students trained in math, science
and engineering, and grounded on basic research [9]. The reason for this
disinterest in physics can be manifold. In the first place, the general public,
even scientifically educated public, no longer perceives physics as a vital
discipline making ground-breaking discoveries. Also, industries, driven by
global competition, and governments inspired by the change in the global
political situation and the more stable state of the oil industry have
undertaken big cuts in basic research programs on which physics played an
important role [9]. Finally, there are also changes in our students and in the
educational system itself. Affected by changes in the workplace and being their
primary target the search for a good job, students complain if they are forced
to learn things that they don’t appreciate as directly related to their career
goals. Also, having grown up in the era of computers, video and television they
are not so fluent with printed material and their mathematical skills have also
suffered [9]. Students got accustomed to easy success [8] and Physics requires
hard work and provides limited rewards. 2. Physics Education Research Leaving
aside the socio-economic aspects of the problem, to which they have limited
capacity of addressing, more and more educators have turned their eyes to what
and how they actually teach1 . And strong criticism has been made. Some
complain, very graphically, that the curriculum is “a mile wide and an inch deep”
[24]. Perhaps because most introductory courses cover so many topics only
superficially with the intention to provide a basis for a later study.
Concerning the method, typical lessons are of the recitation type and rather
inefficient [5]. ——— 1 Although the history of science education research
traces back even further. Assessment insists on this trend, evaluating students
using standard tests that ask them to regurgitate facts or plug numbers into
equations [9]. A side-effect result of both problems is that students don’t
experiment the feeling of a growth in competency, which finally turns into lack
of motivation and interest [18]. A group of physicists conducted over the past
two decades important work on the discipline called Physics Education Research,
the result of which is an important body of knowledge on how students learn
physics that has reached a high degree of community consensus. These results
are now leading to important efforts to design new science curricula [8], [10],
[13]. The main concept of this body of knowledge is called Interactive
Engagement. Interactive Engagement (IE) is a brand name for teaching methods
that are designed to promote conceptual understanding through interactive
engagement of students in heads-on (always) and hands-on (usually) activities
that yield immediate feedback through discussion with peers and/or instructors
[7]. The key point in IE is the acceptance of the principle of the
constructivist account of learning which traces back to the work of Swiss
psychologist Jean Piaget in the first half of the 20th century. According to
this principle, science students must engage in active construction of their
own representation of extant scientific knowledge [16]. IE also bases on the
fact that students come to us with strongly held ideas about how the world
works, many of which seriously conflict with what we have to teach them [19].
Changing these misconceptions is a difficult but ineludible task. A final
principle, originated in the work of the Russian psychologist Lev Vygotsky,
states that, for most individuals, learning is most effectively carried out via
social interactions [21]. 3. The use of computers in Physics Education. Soon in
this process, several researchers and teachers turned their eyes to computers.
Some Computer Physics Communications 3 pioneers [1] announced (in 1981): “We
are at the onset of a major revolution in education, a revolution unparalleled
since the invention of the printing press. The computer will be the instrument
of this revolution…. By year 2000, the major way of learning at all levels in
almost all subject areas will be through the interactive use of computers”.
Prophecy that, obviously, has not yet been fulfilled. This romanticized view,
which announced that the mere presence of technology would enhance student
learning, contrasted with those who considered it a waste of time and money
[2]. Early studies soon realized that the truth lied somewhere in the middle.
Computers showed a great potential to enhance student achievement, but only if they
were used appropriately, as part of a coherent education approach [2]. A first
typical risk that the designer of instructional software is exposed to, is to
forget that the student should run the computer, not the other way round [23].
A second one is to become the unintentional creator of a video game. Students
use the software to learn by trial and error, without the full intellectual
engagement that was desired [14]. A final risk comes from forgetting students’
point of view in favor of ours. Computers make it possible to approach topics
from a perspective different to the traditional one and certainly much more
exciting… for us. Presentations that enthrall the expert may bewilder the
novice [20], simply because their mental models differ. But before the feeling
of too many risks gets high, we must emphasize that these studies, and many
others since then, did show a positive instructional gain under certain
circumstances and encountered real possibilities to learning and teaching
improvement. On the one hand, new technologies provide opportunities for
creating learning environments that extend the possibilities of old
technologies (books, blackboard…). On the other, they offer brand new
possibilities not accessible before. New technologies can be used to [2]: •
bring exciting curricula based on real-world problems into the classroom, •
provide scaffolds and tools to enhance learning, • give students and teachers
more opportunities for feedback, reflection and revision, • build local and
global communities that include teachers, administrators, students, parents,
practicing scientists… • expand opportunities for teacher learning. Thus, an
enormous amount of educational physics software arose. In an attempt to give an
overview, we will provide a rough classification of instructional software
according to its principles of use, as well as summarize what the correct
pedagogical use should be [2], [6], [11], [12], [15]. Tools for the acquisition
and manipulation of data include examples ranging from the use of simple
spreadsheets to the more advanced microcomputer based laboratories (MBL) and
video analysis. Young people are usually interested in topics related to the
real world that surrounds them. They also need to succeed early to maintain
positive attitudes towards science. Thus, early experiences should emphasize
observation, data collecting and drawing conclusions [13]. It is particularly
in these early stages that MBL can be very appropriate to help students
undertake their own investigations. MBL can help students collect data from a
variety of sensors, some of which they can even take home or to the playfield,
experience in groups and later on use computer software to analyze the data.
Video analysis provides the opportunity to study the physics of real-world
events in which students may be interested or involved, such as sport. They can
collect and analyze applicable experimental data out of the digitized video
sequence. This helps them realize that real-world problems are far more complex
than our approximated theoretical models and also helps them acquire laboratory
analytical skills [3]. Both approaches can help make Physics less formidable,
especially to students with limited mathematical skills. Moreover, the
real-time graphical display of measurements helps bring 4 Computer Physics
Communications together symbolic representations with the actual physical
phenomenon [6]. Multimedia software is based on the concept of hypermedia, and
presents information in a structured, usually graphical, way. Interactive
navigation controls allow students to follow their desired path, not
necessarily sequential, through a big amount of information provided either as
text, images, animations, simulations or videoclips [6]. This type of software
takes direct advantage of the ability of the human mind to process and remember
visual information, as well as of interactivity, a key feature for learning
[2], and flexibility. Advocates for multimedia base its effectiveness in the
fact that our brain processes information by free association in an
intrinsically non-linear way [6]. Others distinguish learners that present a
visual thinking type from those with a verbal thinking type. The former group
will benefit from the illustration of dynamic processes in the multimedia,
while the latter will profit more from the textual parts of the environment
[4]. Microworlds and simulations. Microworlds consist of very complete computer
programs, constructed by experts, which implement a simulation of a wide range
of physical processes and laws. The program encourages students to explore and
interact with the system by including elements in the world, changing
parameters and observing the result of this manipulation. Simulations are
smaller scale programs that contain a model of a system or a process and are
devoted to the graphical visualization of it. Sometimes, the visualization can
be very simple, others it is very sophisticated, including Virtual Reality
techniques. These are certainly the most extended and studied categories of
instructional software used in physics education. Computer microworlds and
simulations should be open learning environments that provide students with the
opportunity to [11]: • develop their understanding about the phenomena and
physical laws through a process of hypothesis-making and ideatesting, • isolate
and manipulate parameters and therefore help students to develop an
understanding of the relationships between physical concepts, variables and
phenomena, • employ a variety of representations (images, animations, graphs,
numerical data) that are helpful in understanding the underlying concepts,
relations and processes, • investigate phenomena that would not be possible to
experience in a classroom or laboratory. Although they also benefit from an
imageoriented representation of knowledge, computer simulations reach their
educational goals only when combined with adequate instructional methods. Three
types of measures have been identified [12]. In the first place, those that
provide direct access to domain information and present it concurrently with
the simulation, at the appropriate time. Secondly, those that provide learners
with assignments (or questions, exercises, or games). Finally, in the case of
simulations with complex models, a model progression scheme permits a more
appropriate learning pace. If used this way, simulations have been widely
reported to provide a more intuitive and deeply processed knowledge than with
expository teaching. Also, simulations seem to show better results when the
instructional goal is a mastery of discovery skills [12]. The awards-winning
Interactive Physics, XyZet and the simulations Planets and Satellites and
Jacobs are certainly wonderful choices2 . However, within the group of
simulations, our number-one choice is, definitely, Physlets [3]. Physlets is
the family name of a series of small, flexible Java applets that can be used to
simulate different type of physical phenomena. Physlets are also controllable
using scripts, which allows teachers to customize them to prepare their own
simulations at a very low learning cost. Used ——— 2 The reader can surely find
references for these products using a web-searching engine. Computer Physics
Communications 5 together with just-in-time teaching methods3 , Physlets can
turn into very powerful educational tools [17]. Collections of simulations are
also available of the web, either forming an organized on-line Physics course
or just showing nice examples of visualization. There are also some very
complete environments that bring together simulations and cognitive tools that
provide appropriate instructional support. A good example is the award-wining
Simquest. Modeling tools are software environments that allow students to build
their own computer simulations. Modeling tools benefit from the same
educational advantages of simulations plus add the possibility of allowing the
students make their conceptions explicit. The students are given a set of tools
(from pure programming to high-level building blocks) that help them describe
relationships among concepts, run the resulting models and compare their
results with the accepted wisdom or with laboratory experiments. The
confrontation of their simulations, usually with conceptual errors, with the
community accepted models results in the student perception of her
misconceptions, thus facilitating the transition. Modeling tools can also help
students understand equations as physical relationships among quantities, make
sense of translation among representations, give students engaging, hands-on learning
experiences and serve as sketchpads on which students can explain their
understanding to each other and to instructors, thus helping visualize
student’s thinking [22]. Our favorite modeling tools are Modellus, whenever
simple models are sufficient, and Easy Java Simulations for advanced modeling.
Telematics and Internet tools exploit the capability of computer
intercommunication making use of all of the previous types of software.
Definitely the most emerging technology, with more and more prestigious
institutions placing first quality educational ——— 3 To be described later.
material on the Web, the pedagogical advantage of using telematic tools should
not only reside in the easy access to all kinds of documents and to vast
amounts of real-world data. Since the ultimate goal of education is to prepare
the students to become competent adults and life-long learners, it makes sense
to link students not only with their peers, but also with practicing
professionals. Thus, an increasing number of projects are creating virtual
communities with common interests that include staff from educational and
research institutions. Anyone in the network can push (usually local) data to
the community, which they, students and researchers, analyze, posting their
conclusions back to the net. The result is an increase both in knowledge and in
skills, since the students have access to the same tools and procedures that
scientists use [2]. Some references of interest are the Worldwatcher, W.I.S.E.,
System Erde and GLOBE projects, to name just a few. Remote laboratories are a
second area of activity in the Internet. Instead of accessing data collected by
others, students are given access to remotely controlled real experiments.
Equipment is prepared so that students have a reasonable capability of
reconfiguring it. They can run the experiment, sometimes remotely watching at
it using a web camera, and then collect the results from it for local analysis.
Finally, networks are increasingly being used to connect homework with classroom
activities. When combined with quickly adjustable classroom material, teachers
can assign homework problems which are due short before the lecture starts,
collect the students responses and, according to what the students submit,
adjust and organize classroom lessons to address the issues that the student
show problems to understand. This conforms a ‘just-in-time’ teaching strategy
that is more tuned to the students’ needs [17]. 6 Computer Physics
Communications 4. Conclusion Good educational software, developed with a full
understanding of applicable principles, has not yet become the norm [2]. Anyone
designing or using educational software should be aware of the findings and
recommendations of Physics Education Research. Otherwise he or she is bound to be
‘reinventing the flat tire’ [21]. The need to apply good instructional software
in the classroom also faces the traditional resistance of individual teachers
and of Physics departments to accept solutions coming from the outside (and
sometimes even from other faculty members of the same department). Not to
mention the lack of communication between the communities of physicists
involved in disciplinary research and of those involved in education research
[5]. For these reasons, flexible, customizable educational software is
especially adequate, so that teachers can tailor the product to match her
particular interests and educational points of view, and combine the use of a
correct pedagogical approach with the sense of giving to it their own flavor.
In this paper we have tried to provide a few entry points from which anyone
interested can get started in this interesting and promising field. References
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