Proceedings
of the "Euroconference'98 - New Technologies for Higher
Education", Aveiro, Setembro (1998)
Use of Computers in Physics
Education
Carlos Fiolhais
Center for Computational Physics
Physics Department
University of Coimbra
P-3000 Coimbra, Portugal
tcarlos@fteor5.fis.uc.pt
e
Jorge A. Trindade
Physics Department
High Education School for Technology and
Management
Polytechnic Institute of Guarda
P-6300 Guarda, Portugal
jtrindade@ipg.pt
Abstract
Physics is said to be a difficult subject.
Among the reasons for the learner's difficulties, one has been
subject to intense research: the naive conceptual framework in
which students insist to explain the world around them.
Nevertheless, there have been more questions arising than answers
provided to solve these kinds of problems. We point out the role
of computational techniques, namely Simulations,
Multimedia, Telematics, Virtual Reality, and Computer Based Labs
which may deal with those difficulties and increase the
learning success. We describe our ongoing experience in the
field.
Problems with Physics Learning and
Computer Approaches
Science learning, in particular Physics
learning, is not an easy task. Two examples suffice to give an
illustration of that. Portuguese final exams at the end of
secondary studies show the lowest grade point averages in Physics
and Mathematics. On the other hand, in various Portuguese
universities, General Physics is considered by freshmen to be a
very difficult course and statistics accumulated along the years
show persistent negative results.
There is strong evidence all over the world that
introductory Physics students in the usual university lecture
courses are not learning the concepts necessary to a good
understanding of the physical world. Moreover, students leave
their courses with some fundamental misunderstandings of the
physical world essentially intact: their learning of scientific
facts remains in the classroom and has no later effect on their
thinking [19-21]. Student performance does not seem to depend on
whether students have or not taken physics courses in high school
[20] and the ineffectiveness of university courses is independent
of the apparent skills of the teacher.
Anyone interested in this problem should deal with
two types of questions:
- how students learn
Physics and Mathematics;
- how to use computers
to improve learning.
These aspects are of course intimately related,
i.e., the best use of modern interactive media should be based on
our best knowledge on the way students learn.
Alfred Bork and Seymourt Papert, a physicist and a
mathematician, were pioneers in this type of approach.
Bork, in June 1978, in an address to the American
Association of Physics Teachers, under the title
"Interactive Learning", enounced a prophecy which has
been fulfilled only partially [1]:
"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. Although we are at the very
beginning - the computer as a learning device in current classes
is, compared with all other learning modes, almost
nonexistent - the pace will pick up rapidly over the next
15 years. By the year 2000, the major way of learning at all
levels and in almost all subject areas will be through the
interactive use of computers."
According to Bork, some advantages of using
computers in education are the following [2,3]:
- Interactivity. The computer allows every student
to play an active role in the learning process, in
contrast to the passive role of lecture and textbook
formats. The student is no longer a spectator, but is an
active participant in the learning process. There is a
multiplicity of situations to be explored and this can be
done at the user's discretion.
- Individual attention. Educators know that students
are different. Not all students have the same backgrounds
and not all students learn in the same way. However, many
of our conventional approaches to education use a rigid
procedure for all students and do not allow taking these
differences into account. An advantage of the computer is
that, with good software, it can individualize
instruction. Furthermore, as all students do not learn at
the same rate, different students need different times to
go through the learning material. The computer also
allows that.
These ideas helped to abandon an initial
stage of computer use in education, in which computers were
basically tutorial machines running software which was designed
to "program" students according to some fixed scheme.
Bigger interactivity and feedback were needed to respond to the
modern pedagogical theories.
Another important factor in the advance of computer
use in education was that computers quickly became more powerful,
therefore more and more suitable to implement new ways of
learning. They got more rapid central processing units, taking
advantage of the enormous miniaturization, more memory, both
central and backup, and all this was provided at less cost.
Graphic capabilities have improved considerably, allowing for
full animation, realistic three-dimensional images, etc. A
landmark which helped to democratize computers was the appearance
of the personal computer in the late seventies.
Some interactive computer environments may indeed
help the student to correct his non-scientific preconceptions.
These are usually naive but extremely persistent. A way of
correcting a wrong mental model consists in allowing him/her to
explore the model using a simulation and to contrast the results
to the correct scientific model and to reality. These computer
environments are usually richer if they have some characteristics
of a play [25]. Computer games provide challenges, require mental
skills and offer a quick feedback. In computer games the
difficulty level is incremental, attracting always the player's
interest, but never so much that he loses interest for being
unable to reach the goals. In the best simulations there is a
fragrance of the game: good programs invite the user to explore,
to try new commands and menus, to go forward, in a word to win
the "play". Alfred Bork in the above mentioned speech
said: "Play is a way of gathering, under highly motivated
circumstances, a variety of experiences, possibly even focused
experiences. An experiential base is a vital ingredient in the
learning process".
Some good computer programs for learning physics
exist which are essentially computer games:
- Electric Field Hockey: a program written by
Ruth Chabay, and published in the
"Physics Academic Software" collection of the
American Physical Society, teaches electric forces,
putting a ball with a charge and driving it through
conveniently applied forces (due to other electric
charges) to a goal (Figure 1).

Figure 1 - The Electric
Field Hockey software
- Graphs and Tracks: a program of David Trowbridge,
and also published by the American Physical Society,
which is not only an educational game but also a good
example of the contributions that educational research
can make to the development of computer-based instruction
[9]. The creation of Graphs and Tracks was motivated by
the investigation of student's difficulties with motion
graphs. Since it deals with misconceptions on
Mechanics, a basic subject of Physics, it is worthwhile
to examine it in more detail.
The program is designed to help
students to improve their ability to relate an actual
motion to its various graphical representations. The
physical system consists of a ball and tracks. The
program includes a couple of example problems. For each
problem, the computer presents a position versus time
graph, a ball on a set of tracks, and two initial
conditions (Figure 2). The student's task is to modify
the track arrangement and initial conditions so that the
ball will reproduce the motion represented in the graph.
On the other option, the student should draw a graph
corresponding to the motion along a given track (Figure
3).
The original program made no judgment
about whether the graph generated by the student was
acceptable, nor did it provide any feedback to help the
student decide which sections of the graph were
improperly arranged. The student was responsible for
detecting any errors, determining what changes were
needed and deciding when the match was good enough to
proceed to another example.
On the current version there is a help
screen that the student can request. If the graph
generated by a proposed track arrangement fails to match
the given graph, the help option can guide the student in
searching for errors. Student's attention is directed, as
appropriate, to the choices of initial position and
velocity, or the slope of a particular section of the
track. The program assumes, therefore, some guiding
role.The use of this kind of software is very instructive
to deal with conceptual difficulties. The strategies that
the students invoke may be observed with minimum
influence by the investigator on the student's approach.
Errors may be classified in typical categories.

Figure 2 - One example of Graphs and
Tracks - Part I: From Graphs to Motion.

Figure 3 - One example of Graphs and
Tracks - Part II: From Motion to Graphs.
Emergent computational tools and new
developments in learning theories have contributed to changes in
education. However, the results are still far from the best
initial expectations. Different reasons may explain this
phenomenon (e.g., the reaction to change by school, which is a
rather conservative institution). But it seems that we are still
in the middle of the change process. Further progress should be
made taking into account the rich accumulated experience. Let us
sketch what have been the main ways of using computers in
Physics, present our own experience in using these different
ways, and, finally, write down conclusions and some
prospectives.
Different Ways of Using Computers
Today we may distinguish different
ways of using computers for teaching and learning Physics [4,24]:
- Simulations
This has been probably the most
explored field. The above mentioned examples of computer
games are basically simulations. So are many programs
which have won the software contest organized by the
journal "Computers in Physics" (a couple of
them published by the "Physics Academic
Software" initiative of the American Physical
Society), the series CUPS, published in book format by
John Wiley [7], the program Interactive Physics (Figure
4), a powerful simulation tool published by Knowledge
Revolution, etc.
We talk about simulations when we run
in the computer a model of Nature. Sometimes the word
modelization is used when the emphasis is on building,
i.e., programming the model, while simulation is left for
the situation when the model is considered a "black
box". This distinction is somewhat artificial and
not always clear. Since the laws of Physics are expressed
by differential equations, it is normally easy to
implement a simulation for a given physical problem: this
may be for instance the free fall of a stone, the orbital
motion of a planet under the influence of one or more
stars, and even the collision of two galaxies. However,
simulations may also be made when we do not have a
differential equation but an iterative relation: that is
the case of the logistic map, a difference equation used
in introductory studies of chaos.
Simulations should never entirely replace
reality but are extremely useful when we have to study
experiments which are impossible to do in practice (for
being very expensive, very dangerous, very slow, very
fast, etc.) Normally simulations offer the possibility
for pedagogic exploration and sometimes, when the ludic
element is present, give a reward for accomplishment some
goal.

Figure 4 - Running the Interactive
Physics software
- Multimedia
This modality is based on the concept
of hypertext or, more in general, hypermedia. The word
multimedia means that modules include a variety of
elements, such as texts, images animations, simulations,
and video clips [28]. The motto is "an image
is one thousand words worth" so that the information
should be as visual as possible. An hypertext module has
several internal links and a reader does not need to
follow a linear or sequential path through the module
but, based on his experience and interests, may easily
select those parts of the module that are of interest to
him at the moment. Other links will enable users to move
efficiently between different modules. Essential features
of multimedia are interactivity and flexibility, i.e.,
the possibility of entering commands and the ability to
choose a path within the provided information. Since,
according to some pedagogical theories, these factors are
required for good learning, the educational advantages of
multimedia have been widely advocated. The defenders of
multimedia say that it is the convenient format for
learning due to the fact that our brain processes
information by free association of concepts in a
intrinsically non-linear way. However, the sequential
way, which still presides to the organization of most
courses, seems to be more adequate for systematizing
contents.
Multimedia may be on-line or off-line
depending on the way that information is offered. A
connection between these two supports is nowadays easily
made. Multimedia off-line did not undergo the big
explosion it has been announced, perhaps due to the
enormous progress of the on-line format, which is mostly
free. Anyway, these are several useful educative works: a
nice example of the use of multimedia in Physics is the
CD-ROM Cartoon Guide to Physics (Figure 5), based on the
book with the same title by Larry Gonick and Art Huffman
[8]. This disk may be used in Physics classes, although
it is more recommended for extra class activities. Like
other multimedia products created for science learning,
it includes several interactive simulations. Although the
success of multimedia in science education has been
restricted so far, its role in motivating students should
not be disregarded. Even before the conceptual
difficulties of the students emerge, lack of motivation
for studying science may be the main cause for failure.

Figure 5 Image of
the Cartoon Guide to Physics CD-ROM.
- Telematics
The Internet, the network of all
networks, has known a big success in the society in
general and in schools in particular [25]. Its use for
science teaching and learning shows still a big potential
in spite of the amount of interesting work already done.
Computer use in a network includes playing with
simulations (these may be downloaded from the net or
simply explored on-line if they have been written in the
Java language), multimedia (HTML, the standard of the
World Wide Web, is a multimedia language), and Virtual
Reality (VRML is the standard for representing 3D objects
or scenes on the Internet). Let us look at the way in
which Internet is changing our teaching and learning
styles.
In the prevailing education model, the
teacher plays the main role, determining the pace of
learning. Taking advantage of new technologies, more
interactive and more personal learning may be
implemented. The teacher should then help the student in
a different way, for example in searching and selecting
information relevant to a given goal in the middle of the
enormous and disordered information oceans. Under these
circumstances, his role will be no more central (one
speaker at the stage and many listeners) to become
peripheral (many speakers and many listeners). The
teacher will no more be the information's single owner
and provider to become an expert and consultant for
discussing matters and solving problems. The World Wide
Web became the biggest and the most lively of all
libraries and the classroom walls have been demolished
with the direct link to that source.
At the same time, the Internet represents a
big step towards a bigger democratization of education,
with equal opportunities being given to every student,
independently of its geographical situation (if we are
able to handle the known info-exclusion problem). Many
courses exist on the Web and may be accessed by everybody
from everywhere. A good example of Internet use for
teaching Physics is the Java-based General Physics course
at the Davidsson College, North Caroline, USA.
Sometimes, it is not only the aspect of the
course but also the contents, which are new. Let us
consider an example of revolution in learning contents
which is being presented on the Web. One of the features
of present education is the compartmentalization and
specialization of instruction by departments and even by
subgroups within departments. While this is
understandable, and even necessary to some extent, it has
the effect of obscuring the connections between different
fields. For example, students in Mathematics classes
often do not know how Mathematics is applied in
engineering or science. At the same time, students in
engineering or science courses repeatedly fail to
recognize that the ideas and methods they learned in
calculus or linear-algebra classes are what they need to
solve problems they are bind.
Some universities have begun to
explore other ways of organizing the education of
scientists and engineers. For instance, the Rensselaer
Polytechnic Institute, New York, USA, offers courses in
what they call a "studio mode" [10]. For
example, the "Mechanics, Linear Algebra, and the
Bicycle" module is not designed to teach everything
about mechanics, linear algebra, or bicycles. Instead,
the module is meant to be a guided tour through some
concepts of mechanics and related mathematical
techniques, namely vectors, matrices, and sets of linear
equations.
The module intends to draw on a student's
interest in understanding how and why a bicycle is made
the way it is. The module offers opportunities for a
student to learn about mechanical and mathematical
details, being its main theme is the link between
mathematics and engineering in physical models. As
a graphical demonstration, there is a Java applet that
allows a student to create new bike shapes in two
dimensions.
On the other hand, the "Differential
Equations and Mechanical Oscillators" module is
directed towards the study of mechanical
oscillators. The first approach is analytical and
conceptual. Assumptions based on engineering are used to
reduce the actual physical system to a simple model.
Then, application of the laws of Physics leads to a
mathematical model, which consists of a system of one or
more differential equations taken together with initial
conditions. The oscillator module is divided into three
parts. The first is devoted to an in-depth treatment of a
mass attached to a vertically hung elastic spring; the
second concentrates on the motion of a simple pendulum
(Figure 6); and the third treats a spring-pendulum system
in which the rod of the simple pendulum is replaced by an
elastic spring.
VRML offers another possibility of using the
Internet. It extends the usual HTML interface with the
ability to visualize three-dimensional scenarios and
interact with their basic elements. In areas like
molecular science and solid-state physics, where the
models need 3D representations, the new technique can be
applied very effectively to improve understanding (Figure
7).

Figure 6 A Java applet for
studying the pendulum from the "Differential Equations and
Mechanical Oscillators".

Figure 7 Navigating
through ice with the help of VRML from the "Virtual
Water" project.
- Virtual Reality
With Virtual Reality the focus of
learning is placed in the conception of environments that
allow students to interact with the computer with minimal
restrictions [29]. According to Papert [26], a good
learning environment requires free contact between the
user and the computer. The reduction of the interface is
precisely a necessary condition to immersive Virtual
Reality. Two important implications result from
immersion. First, there is a smaller distinction between
the user (student) and the computer information (object
of knowledge) [23]; second, immersion allows for a
non-symbolic interaction with the environment.
The main characteristics offered by Virtual
Reality to education are immersion (most sensations come
from the virtual environment), interactivity (free
navigation, choice of referential, etc.) and manipulation
(actions performed as in the real world). Virtual
Reality brings together a set of characteristics that
make it a unique technology as a learning means:
- Virtual
Reality is a powerful visualization tool to handle 3D
problematic situations.
- Virtual
environments allow learning situations by trial and error
that might encourage students to explore a wide choice of
possible solutions.
- The student
is free to interact directly with the virtual objects,
allowing first-hand formulation and verification of
hypothesis.
- The virtual
environment can offer adequate feedback, allowing
students to focus their attention on specific conceptual
errors.
- Virtual
Reality can collect and show complex data in real time.
- The
immersive nature of Virtual Reality can endow students
with extra capacities to retain information.
The "ScienceSpace" project [5, 27]
is a good example of the application of the Virtual
Reality in education. It consists of a series of virtual
worlds designed to aid students in mastering challenging
concepts in science. The project is a join research
venture between George Mason University, the University
of Houston, and NASA's Johnson Space Center, USA.
"ScienceSpace" consists of three virtual
environments (Figure 8 a-c):
- NewtonWorld
provides an environment for investigating the kinematics
and dynamics of one-dimensional motion.
- MaxwellWorld
supports the exploration of electrostatics, leading up to
the concept of Gauss law.
- PaulingWorld
enables the study of molecular structures via a variety
of representations.
Another project, "Water on the
Tap", is carried out at the University of
Washington, Seattle, USA (Figure 8d).
Figure 8: Virtual environments for
teaching physics: a) NewtonWorld from the
"ScienceSpace" project; b) MaxwellWorld
from
same project; c) PaulingWorld from the same project; d) a
virtual environment for the study of atomic and molecular
structures,
showing the 2p1 orbital from the project "Water
in the Tap".
- Computer-Based Laboratories
Physics is an experimental science and
the computer found already a place in the Physics
laboratory. The richness of Computer-Based Labs and
associated modeling tools could have a major impact on
physics teaching and learning (Figure 9). We can use
these tools to make Physics far less formidable for
students with low mathematical abilities. We can use them
to place more emphasis on intuition, and, at the same
time, to give students the ability to solve complex
problems.
Perhaps the most important possibility
created by this technology is that it allows students to
undertake their own original investigations. Much of what
is wrong with science education is that students usually
only learn about science: they do not participate in a
meaningful way. Students at every level should have an
opportunity to do real Physics experiments, to
participate fully in learning new facts about the natural
world. Hands-on participation provides not only a strong
motivation but, more important, is the only way to give
students an accurate understanding of science, whether
their careers will lead them into science or not.
Learner-controlled explorations in the
Physics laboratory with real-time measurements give
students immediate feedback by presenting data
graphically in a manner they can understand. Using
sensors and software, students can simultaneously measure
and graph physical quantities such as position, velocity,
acceleration, force, temperature, etc. Those tools
provide a mechanism for including in Physics teaching
methods, which are found effective by educational
research to deal with conceptual difficulties. The ease
of data collection and presentation encourage students to
become active participants in a process, which leads them
to ask and answer their own questions. The real-time
graphical display of actual physical measurements
directly couples symbolic representation with the
corresponding physical phenomena. Moreover, the
comparison of real data with simulations is a very rich
pedagogical tool.
Figure 9 The Pasco hard and
software for a Computer Based Lab.
Our Experience
- Simulations
The Portuguese Physical Societies for
Physics, Chemistry and Mathematics undertook in 1991 a
common action - "Softsciences" - for producing
and publishing educational software, mainly for the
high-school but also for first year university courses.
In the following, we present a short
description of some of our programs (see [11] for more
information):
- Kepler
(Figure 10), simulations of planetary systems with one
star and one planet, two stars and one planet and one
star and two planets.
- Millikan,
a simulation of the famous experiment done by Robert
Millikan to measure the electronic charge. The English
beta demonstration program may be downloaded [13].
- Relative,
a program on object motion in different, inertial or
accelerated reference frames.
- Periodic
Table (Figure 11), a very complete database
containing information about the chemical elements. A
reduced version of the periodic table in English is
available on-line [17].
- Energy,
a strategy game which allows for the management of
Earth's energy resources during the next 150 years.
- Le Chat,
graphic illustrations of chemical equilibrium. The
English demonstration version of the latter may be
downloaded [12].
- Throw!,
a simulation of javelin motion under the forces of
gravity and air resistance.
All these programs have been included
in a CD-ROM, named "Omniscience", published in
1997 and 1998 with the support of the Ministry for
Science and Technology (Figure 12).

Figure 10 The program Kepler
from the "Softsciences" project.

Figure 11 An image of Periodic
Table from the "Softsciences" project.

Figure 12 The front page of the
"Omniscience 98" CD-ROM.
- Multimedia
We have produced and included in our
CD-ROM a multimedia edition of the Periodic Table, with
large number of images, animations, videos, etc.
We have planned for a multimedia
project based on the book "The Fun of Physics"
[6].
- Telematics
Recently, the Portuguese Ministry for
Science and Technology has implemented an action for
placing an Internet connected computer at the library of
every Portuguese middle and high school.
We are providing educational contents
that are available on line to schools and homes. A lot of
information on "Softsciences" is on the Web.
The oldest programs may be free downloaded. We have
developed, as a framework for our materials, the
"Omniscience" home page, which is connected to
the above-mentioned CD-ROM [18]. It encompasses all our
software titles and educational materials.
One of our Web projects is called
"READ Sciences" [14]: it includes science
resources (e. g., science experiments, a database with
books on popular science, lists of the best science
videos, etc.). Another of our pages is "Nonius"
[15], honoring Pedro Nunes, a 16th century Portuguese
mathematician: this, centered on Mathematics, offers not
only a lot of links to the math educational world but
also many items of our own. Our most recent feature is an
educational resource Web page for Chemistry. That page
contains an English section on chemical equilibrium [16].
- Virtual Reality
Visualization of the electron orbital
concept continues to challenge and intrigue chemical
educators [22]. The orbital concept is crucial to the
serious chemistry student who is exploring the nuances of
atomic and molecular structures.
On the other hand, with the increased
power of computing resources, it is more and more common
to model systems atom by atom, moving each atom or
molecule in response to the forces acting on it. From
simulations like this one can better interiorize
microscopic models and better understand a given
substance's behaviour.
In collaboration with Centro de
Computação Gráfica, Coimbra, Exploratório Infante D.
Henrique, Coimbra, the Physics Department of
Instituto Superior Técnico, Lisbon, and the High
Education School for Technology and Management, Guarda,
we are also developing the "Virtual Water"
project, a virtual reality work applied to the learning
of the Physics and Chemistry of water (Figure 13). The
topics covered in the project go from the molecule
geometry to the structures of the solid, liquid and
gaseous phases, through the electronic density and the
chemical bonding by hydrogen bridges. Atomic orbits are
also included.
The project is being done in two
phases: the first includes the visualization of the water
molecule geometry, the hydrogen bonds, the molecular
orbitals of water, the molecular electronic density and
hydrogen wave functions. The second will include
classical molecular dynamics of the solid, liquid and
gaseous phases, phase transitions, and vibrational normal
modes.

Figure 13 A frame showing liquid
water, from the "Virtual Water" project.
- Computer-Based Laboratories
The Portuguese Physical Society, with
support received from the Ministry of Science and
Technology, is developing a project for introducing
sensors and computers in Portuguese high-school
laboratories. Up to now, 20 schools throughout the
country has been equipped. Two workshops oriented by
experts and regular support in loco provided by
university students assured the necessary help for
working with the new technologies.
Conclusions
After briefly referring to the conceptual
difficulties in learning Physics, we have focused on the role of
computer technologies to deal with them. We have classified the
different uses of computers in Physics, besides the more trivial
ones (like word processing, spreadsheet, etc.). Our division was
schematic, since each type of use cannot be completely separated
from the others. Simulations and Multimedia have already been
much explored, in some cases achieving visible success for
learning (namely some simulations with a game look) but also
knowing some insuccess (Multimedia did not correspond to the
hype). Telematics, Virtual Reality and Computers-Based
Laboratories seem to be the more promising fields. They need to
be further and better explored.
A word of caution is in order. We are not able
to anticipate the future in this fast evolving domain.
Probably new uses will be added to our list. For instance,
nowadays the immense computer power of the Internet is being
underused. Cooperative work with students participation taking
advantage of that computer power to solve real scientific
problems is a possibility that is starting to be explored.
Science Education can only gain from being close to science.
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