Development of Simulation and Game to Teach Photoelectric Effect for Grade 12 Students in Bhutan Tshewang Namgyel1,*#, Khajornsak Buaraphan2, Supan Yodyingyong3 1 Master candidate, Science and Technology Education, Institute for Innovative Learning, Mahidol University, Thailand 2 Assistant Professor, Institute for Innovative Learning, Mahidol University, Thailand 3 Lecturer, Institute for Innovative Learning, Mahidol University, Thailand *#e-mail: sonamtobdendorji@gmail.com Abstract Photoelectric effect provides experimental evidences of photon model of light and has many related applications. However, the abstract nature of the photoelectric effect phenomena has made this concept difficult to learn and has led to deterioration of interest in students. Computer simulation and game have a potential to create an environment where abstract concept and tacit process can be made concrete and visible. It also offer the opportunity to re-create the aspect of real world that would be otherwise too complex, timeconsuming, or dangerous to do in class room setting. Good game and simulation can provide platform for the students to immerse themselves in a complex phenomenon. Many researchers suggest that the objectives of teaching photoelectric effect in modern physics are to: a) correctly predict the results of the photoelectric experiment and b) use these result to describe the photon model of the light. But not much of research has be done on developing simulation or game to teach photoelectric effect except by Oberem and Steinberg with photoelectric tutor and Mckagan, Handley and Perkins with a Research-based Curriculum for Teaching the Photoelectric Effect. Both the studies had success in achieving the first goal but in case of a second goal, the result is ambiguous. This paper aims to describe the development of simulation and game to teach photoelectric effect. Both the simulation and game was developed in line with the curriculum of Bhutan and at the same time lots of attention was paid to the past literature to make these simulation and game effective. The simulation and game was evaluated by 5 experts to find its validity and the Index ItemObjective Congruence (IOC) value ranges from 0.6 - 1. Keywords: photoelectric effect, simulation, game, Bhutan, curriculum Introduction Matters do not behave in a deterministic way as expected in a classical physics especially when dealing with extreme conditions. This gave birth to a new branch of physics called modern physics. According to Angier1, Albert Einstein did not prove Newtonian physics or classical physics wrong but it was not adequate enough to explain these extreme conditions. Quantum mechanics and the theory of relativity are the cornerstones of the modern physics while quantum mechanics is associated with microscopic world of electrons and, theory of relativity with the world of cosmos and speed of light. Both have far reaching influences on the modern day technology.2 The reason for inclusion of modern physics in the school curriculum is because of its growing importance not only among physicists but to other professionals as well. However, the concepts of modern physics are abstract and difficult, and therefore it is a challenge for the educator to teach those.3 The discovery of photoelectric phenomena is pivotal in quantum mechanics because it provides understanding of particle nature of light and is a stepping stone for this new branch of science called quantum mechanics. But research suggests that photoelectric effect is taught in very traditional way where it involves describing experiment from the text.3,4 Students have difficulty in understanding even the basic aspect of photoelectric effect and this is compounded by misleading instructional materials and complexity of the subject taught. Surprisingly not many studies have been conducted except by Steinberg in 1996.5,6 According to Steinberg and Oberem4, Ohm’s law, i.e. V = IR has influenced the misconception among university students. They believe that current in the photoelectric effect is due to applied potential. Students find difficulty in establishing relation between emission of photoelectron and intensity of light, and also with emission of photoelectrons and frequency of light. Students failed to make prediction from photoelectric experiment and believed that photons are charged particles.3 Most of the faculty members in universities believe that the objectives of teaching photoelectric effect in modern physics are to: a) correctly predict the results of the photoelectric experiment and b) use these result to describe the photon model of the light.5 Comparing to the traditional instruction, the interactive simulation called photoelectric tutor developed by Oberem and Steinberg, was successful in achieving the first goal but 60% of student could not achieve the second goal. Another instruction material based on simulation was developed under Physics Education Technology Project (PhET) called The Researchbased Curriculum for Teaching the Photoelectric Effect which could comprehensively achieve the first goal, but the result for second goal was still ambiguous. Therefore, there is a room for improvement in developing student’s reasoning skill based on observation of photoelectric effect.5 In Bhutan, photoelectric effect is taught to grade 12 science students who. The topic is often taught by describing experiment from the text and requiring students to interpret related graph.7 Students do not have opportunity to visualize the photoelectric phenomena due to lack of equipment and proper instructional materials. Student need to build a flexible mental model to accommodate abstract and multidimensional phenomena like photoelectric effect.8 Therefore educator should focus on learner’s construction of knowledge rather than transmission of knowledge. There should be room for the learner to interact with new concepts with what they already know and this epistemology is line with constructivism.9 Computer assisted instruction (CAI) like simulation can give a picture of real-life events thereby helping students to break down complex process where as computer game can provide avenue for the students to immerse for themselves in the abstract phenomena.8, 10 A well designed game and simulation can engage reluctant students in a complex scientific content through tangible, experienced and non-textually representation. It can also integrate discrete ideas and creating avenue for making connection between macro- and micro experiences.8 Students can concretize abstract problems and make the process simple enough to comprehend using computer game and simulation.11 Despite photoelectric effect being acknowledged as important topic in modern physics, still it is taught in a traditional way because of its complex nature. Therefore there is a room for using computer game and simulation as scaffold to the learning cycle which can provide student with virtual laboratories to visualize, explore manipulate and formulate scientific phenomena.8 So the purpose of this paper is to describe the development of simulation and game to teach photoelectric effect. The newly developed simulation and game will be implemented with grade 12 science students in Bhutan. The physics concepts covered in this simulation and game are: quantization of radiation, Einstein’s equation, threshold frequency, work function, energy of photon, and determination of Plank’s constant from the photoelectric experiment. A close attention was paid to the past literature on teaching of photoelectric effect and as per suggestion given in it; unnecessary detail was illuminated to reduce the cognitive load of the students.4, 5 Methodology This simulation and game was developed after extensive literature review and the work of Oberem and Steinberg4, and Mckagan, Handley and Perkins5 were thoroughly referred for the development. While developing this simulation and game, theories of inquiry learning was kept in mind and activities were developed in sync with this learning pedagogy. The physics concepts covered in the simulation and game are in line with the Bhutanese physics curriculum for grade 12 science students. The content validity of the simulation and game was determined by five experts in science and technology education using ItemObjective Congruence (IOC) value. There are 15 items for validating the content validity of the simulation, and 13 items for the game. The items are grouped into five themes: Content, Attention, Relevance, Interface and Satisfaction. Development of Photoelectric Simulation The rationale for choosing Macromedia Flash version 8.0 to develop simulation and game is because it is compatible with Windows which is the main stream operating system in the schools in Bhutan. Beside, Macromedia Flash version 8.0 has a room for animation as well as configuration using action script 2.0. The photoelectric effect simulation was constructed based on an assumption: a) The simulated photoelectric set up is 100 % efficient that every photon emits a photoelectron and collector plate is large enough to collect all the emitted electrons, and b) all the photoelectron will be emitted perpendicular to the emitter plate so that photocurrent will remain same even if the applied voltage is increased.12 Figure 1. Structure of the system used in simualtion The structure of the simulation is given in the Figure 1. There are four inputs: a) intensity slider, b) frequency slider, c) emitter plate list and d) potential slider to the adjust the potential between the plates inside the vacuum tube as shown in Figure 2. b a c d Figure 2: Simulation Interface Intensity and frequency slider are used to vary intensity and frequency of light and it can be done either by sliding or typing the values. When all these input are selected, light will shine on the emitter plate and the photoelectrons will be emitted if the energy of the photons (h ) which depends on frequency ( ) is greater than the work function ( ) of the emitter plate. In other words, photoelectrons will be emitted if the frequency of light is greater than the threshold frequency ( o ) required for the emission. The simulation for emission of the photoelectrons will be shown in the vacuum tube as shown in Figure 2. The simulation of emitted electrons as per the input variables can help student deduce the relationship between the frequency of light and intensity of light with regards to emission of photoelectrons and also when the emitter plates are changed. The number and the speed of emitted photoelectrons will depend on intensity and frequency of light respectively. The output current will be displayed which is calculated based on number of photoelectrons emitted. The potential of the cells can be varied and if the potential is reversed or made negative then at certain negative potential, emitted electrons will be completely repelled by collector plate which is at negative potential and current will become zero. This is stopping potential (Vs) which is equivalent to the maximum kinetic energy of emitted photoelectrons as shown in Figure 3. The data can be used to plot maximum kinetic energy versus frequency to find Plank’s constant. This is particularly important since it gives a picture of how light interacts with electron on electrodes which is frequency depended instead of intensity of light and thereby giving the concept of photons. The salient feature of this simulation is that the student can input the value of intensity in watt per meter square (W/m2) unlike in the past work where arbitrary value is given or is calculated in percentage.3,5 This can be correlated with magnitude of output current and similarly when the intensity is kept constant and the frequency is increased, the magnitude of the current will decrease since the photon flux will decrease thereby decreasing Figure 3: Reversed Potential the number of photoelectrons emitted.12 This gives further evidence that particle nature of light call “photon”. Another unique feature of this simulation is that, the way stopping potential is found. This simulation uses reverse potential slider to find the stopping potential accurately because the reading pops up when slider crosses stopping potential. In case of previous simulation, student had to slide it with dexterity and careful observation has to be made on the output current gauge to get accurate stopping potential.5 Development of Photoelectric Game Photoelectric game is developed using Macromedia Flash 8.0. It is based on a general frame work of a board game as shown in the Figure 4. It is a two player game. Player1 will roll a die and the game will generate a random integer from one to six on the face of die and player’s token will move in clockwise direction to another rectangle block on the board as per the number on the die. Each block on the board will have a unique metal with work function give in electron volt (eV) which is the representation of the emitter plate or otherwise block will have embedded question for the quiz. If the player’s token falls on the block with a metal then player has to pick a frequency card and the light wave with distinct color will strike on an emitter plate on the simulation panel of the game. On the frequency card, the frequency of the light wave will be given or sometimes it will be in wavelength which has to be converted into frequency by the player. Based on the frequency, player has to calculate the energy of photon in electron volt (eV) and type the answer in the box provided. The correct answer will fetch a player with 10 points and wrong answer will be penalized with -2 points. The player will be asked whether there will be emission of photoelectrons or not. Player has to compare the work function ( ) and the photon energy to answer the question by pressing “yes” or “no” button. Subsequently 10 points will be awarded or 2 points will be deducted as per the answer. If there is emission then the emission of photoelectrons will be shown on the simulation irrespective of their answer which will correct their understanding. Then the player will have to pick intensity card and based on the magnitude of intensity, student will have to calculate the number of electrons emitted and the points will be awarded or deducted as previously described. Figure 4. Game Interface If the player’s token falls on quiz block, then quiz question will pop up with four alternative answers as shown in figure 5. The Player will be awarded 10 points for correct choice or -2 points for the wrong one. The answer with the explanation will be shown irrespective of their answer. Similar process will be repeated till they have completed three rounds and winner will be declared. Figure 5. Quiz Interface The simulated apparatus in the game is considered to be 100 % efficient and emission of photoelectron is perpendicular to the emitter plate. Hence, one photon will emit one electron and all the emitted photoelectrons will be collected by collector plate. The speed and the number of electrons emitted will depend on the frequency and intensity card picked by the player and subsequently represented in the simulation panel. This game is a new platform that is developed to motivate student to learn the concept of photoelectric effect. Game was used because game by nature can create immersive environment where students’ attention can be focused to learn the embedded concepts. For instance, even if the student picks the high magnitude intensity card but has low magnitude frequency card, it will not cause emission of photoelectrons. In this case player cannot get 10 points for calculation of number of photoelectrons emitted. Therefore student would be eager to have high frequency card. This would reinforce the concept of emission of photoelectrons which depends on frequency rather than intensity. It would be further reinforced by the simulation displayed and at the same time student would learn how to work through various calculation of photoelectric effect. Results The panel of experts validated that content validity of the newly developed simulation and game based on five themes as mentioned earlier. The values of the Itemobjective Congruence (IOC) ranged from 0.6 to 1.0. It showed that the developed simulation and game was appropriate for teaching the photoelectric effect concepts to grade 12 science students. It also showed that the simulation and game can help students learn prescribed concepts with fun and satisfaction. The detail of IOC results of simulation and game are presented in Tables 1 and 2. Table 1. IOC for the Simulation Theme Content Attention Relevance Interface Satisfaction Statement Characteristic of photon Threshold Frequency Work function Maximum Kinetic Energy Stopping Potential Eye-Catching Stimulated my curiosity Attractive illustration Content of the simulation Activities of the simulation User friendly Organized Information Simplicity Accomplishment Enjoyable IOC (N = 5) 0.60 1.00 0.60 0.80 1.00 0.6 0.80 0.80 1.00 1.00 0.80 0.60 0.60 1.00 0.80 Interpretation Appropriate Very Appropriate Appropriate Appropriate Very Appropriate Appropriate Appropriate Appropriate Very Appropriate Very Appropriate Appropriate Appropriate Appropriate Very Appropriate Appropriate Student can find threshold frequency, maximum kinetic energy, and stopping potential for various emitter metal plates given, using simulation. They will be able to calculate photon energy and the number of photoelectrons emitted for various frequency and intensity of light given, using game. In both cases, the result is accurate up to 100th decimal places. Table 2. IOC for the Game Theme Content Attention Relevance Interface Satisfaction Statement Characteristic of photon Work function Maximum Kinetic Energy Eye-Catching Stimulated my curiosity Attractive illustration Content of the simulation Activities of the simulation User friendly Organized Information Simplicity Accomplishment Enjoyable IOC (N = 5) 0.60 0.80 1.00 0.60 0.60 0.60 1.00 1.00 0.60 0.80 0.80 1.00 0.60 Interpretation Appropriate Appropriate Very Appropriate Appropriate Appropriate Appropriate Very Appropriate Very Appropriate Appropriate Appropriate Appropriate Very Appropriate Appropriate Discussion and Conclusion Photoelectric effect is one of the phenomena which opens the door to modern physics and is included in many science curricula worldwide including Bhutan. However, the way it is taught in Bhutan is very similar to the other parts of the world where it consists of mainly description from the text.3,4 In case of Bhutan, despite comprehensive coverage of the topic in curriculum, photoelectric effect experiment is theoretically explained from the graphic result given in the text and is because of the lack of experimental tool and learning resources.7 Research studies show that photoelectric phenomena taught from the text is not effective enough for the student to understand concept of photon and the phenomena. Therefore there is need to develop better simulation and game to teach photoelectric effect. The IOC results of the developed simulation and game suggest that they are valid and qualified for teaching the photoelectric effect concepts to students. However, the developed simulation and game are not absolutely perfect; they leave room for improvement. For instance “the characteristic of photon” in the simulation is not convincing to the experts, so have to improve according to their recommendation. Similarly simulation and game have to be made more attractive for the students to explore. In the next phase of this study, the authors will use the improved simulation and game along with learning cycle to assess the effectiveness of this learning unit to teach the photoelectric effect for grade 12 students in Bhutan. References 1. 2. 3. 4. 5. Angier N. The canon: the beautiful basics of science: Faber & Faber; 2009. Khoon KA. The Cornerstones of modern physics. College Student Journal. 2011;45(3):630-2 Steinberg RN, Oberem GE. Research-based instructional software in modern physics. J Comput Math Sci Teach. 2000;19(2):115-36. Steinberg RN, Oberem GE. Development of a computer-based tutorial on the photoelectric effect. American Journal of Physics. 1996;64(11):1370. McKagan SB, Handley W, Perkins KK, Wieman CE. A research-based curriculum for teaching the photoelectric effect. American Journal of Physics. 2009;77(1):87-94. 6. Klassen S. The Photoelectric Effect: Reconstructing the Story for the Physics Classroom. Science & Education. 2011;20(7/8):719-31. 7. Department of Curriculum and Research Division. 11-12 Syallabus. Paro: Ministry of Education; 2009. p. 150. 8. Anderson JL, Barnett M. Learning Physics with Digital Game Simulations in Middle School Science. Journal of Science Education and Technology. 2013:1-13. 9. Applefield JM, Huber R, Moallem M. Constructivism in Theory and Practice: Toward a Better Understanding. High School Journal. 2000;84(2):35. 10. Bayrak C. Effects of computer simulations programs on university students' achievements in physics. Turkish Online Journal of Distance Education (TOJDE). 2008;9(4):53-62. 11. Liu X, Li Q. Combination of the Research-Based Learning Method with the Modern Physics Experiment Course Teaching. International Education Studies. 2011;4(1):p101. 12. Foong SK, Lee P, Wong D, Chee YP. On the Conceptual Understanding of the Photoelectric Effect. AIP Conference Proceedings. 2010;1263(1):114-7. Acknowledgement The author would like to thank Dr. Pirom Chenprakhon, lecturers at Institute for Innovative Learning, Mahidol University, Thailand for their valuable advice. This paper is not complete without the mention of Miss Apinya Dhattusuwan to whom author shall be indebted for her relentless support and advice especially with software development. I would also like to thank Thailand International cooperation agency (TICA), Royal Thai government for their scholarship to pursue this study.