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]:

    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:

  • Figure 1

    Figure 1 - The Electric Field Hockey software

  •  

    Figure 2

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

     

     

     

    Figure 3

    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]:
     

  • Figure 4

    Figure 4 - Running the Interactive Physics software

  •  

  • Figure 5

    Figure 5 – Image of the Cartoon Guide to Physics CD-ROM.

     
     

  • Figure 6

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


  • Figure 7

    Figure 7 – Navigating through ice with the help of VRML from the "Virtual Water" project.

  •  
  •  

    Figure 8 a)

    a)

    Figure 8 b)

    b)

    Figure 8 c)

    c)

    Figure 8 d)

    d)

    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".

     
     

     
     
     

    Figure 9

    Figure 9 – The Pasco hard and software for a Computer Based Lab.

     

    Our Experience
     

     

    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.

     
     

     

     
     

     

    Figure 13 – A frame showing liquid water, from the "Virtual Water" project.

     

    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.
     

    References

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