Computer Physics Communications 121–122 (1999) 569–572 www.elsevier.nl/locate/cpc Physlets: delivering media-focused problems anytime anywhere Wolfgang Christian 1 Davidson College, Davidson, NC 28036, USA Abstract Physlets are small scriptable Java applets capable of displaying physics content. Because Physlets are embedded into HTML and because they are scriptable, they can easily be modified for use in concept tests, homework, class-demonstration, and JustIn-Time Teaching. Physlets are easy to use since they are based on standard non-proprietary Internet technologies. In this article we discuss the use and effectiveness of Physlets. Physlets are free for non-commercial use at educational institutions. They may be downloaded from the Davidson College WebPhysics site, http://webphysics.davidson.edu. 1999 Elsevier Science B.V. All rights reserved. 1. Introduction Modern markup languages such as Hypertext Markup Language, HMTL, make it possible to create multimedia-enhanced documents in a platform independent fashion. Since these documents are text documents, they can be prepared with most text editors, given to students on a floppy or transmitted via the Internet, and viewed with standard desktop applications such as word processors and Internet browsers. Yet, the HTML aware application displays full multimedia information including text, graphics, video, and sound. The recent introduction of the Java programming language by Sun Microsystems now makes it possible to add platform independent programs to this multimedia stew. (See Fig. 1.) Java accomplishes this trick by specifying a relatively simple Virtual Machine, VM, which can be implemented on any computer architecture, i.e., Unix, Mac, or Windows [5]. Although this VM does not provide as rich a set of tools as the na1 E-mail: wochristian@davidson.edu. tive operating system, the virtual machine can have a user interface with buttons, a drawing canvas, and other graphical elements. There may be virtue in simplicity. Small platform independent programs are ideally suited for instructional purposes such as homework problems, class demonstrations, or Just-In-Time Teaching, JITT. Applets that have been embedded into HTML pages can interact with the user using a scripting language such as JavaScript. We have named our small scriptable applets capable of displaying physics content Physlets [1,7]. Physics education research notwithstanding, it is unlikely that a single teaching style will be adopted by – or be effective with – all physics teachers. Many instructors want to tinker and modify even wellwritten problems in order to provide variety in their teaching, to adapt the problem to their own interests, and to meet the needs of diverse student populations. Java applets combined with JavaScript are one of the most promising technologies for achieving this flexibility. Subsequent sections will demonstrate how to make effective use of this technology. 0010-4655/99/$ – see front matter 1999 Elsevier Science B.V. All rights reserved. PII: S 0 0 1 0 - 4 6 5 5 ( 9 9 ) 0 0 4 0 8 - 7 570 W. Christian / Computer Physics Communications 121–122 (1999) 569–572 Fig. 1. A typical media-focused Physlet problem as seen on Windows 95 with Netscape Navigator. 2. Pedagogy A technology should not be used in the classroom if the pedagogy it produces is not sound. It is useful to distinguish between media-enhanced problems where multimedia is used to present what is described in the text and media-focused problems where the multimedia presentation contains information required for solving the problem. Multimedia-focused problems are fundamentally different from traditional physics problems and Physlets are ideally suited for these types of problems. A traditional projectile problem states the initial velocity and launch angle and asks the student to find the speed at the maximum height. It may be media-enhanced by embedding the animation in the text. This same problem could be a media-focused problem, see Fig. 1, if numbers were not given in the text. Students are then required to observe the motion, apply appropriate physics concepts, and make measurements before solving the problem. Such an approach is remarkably different than typical novice strategies where students attempt to mathematically analyze a problem before qualitatively describing it (an approach we as teachers often call “plugand-chug” and characterized by the lack of conceptual thought during the problem solving process). Requiring students to consider the problem qualitatively is believed to have a positive influence on students’ problem solving skills and conceptual understanding [3,4]. Fig. 2. A simulated solar system with one non-physical planet. Consider the screen shot shown in Fig. 2. The student is asked to find the “planet” that does not obey Kepler’s laws. How does a student solve this problem? The student must observe the motion and recognize that the ratio of the square of the orbital period to the cube of the orbital radius is required for a number of planets. Numerous orbit parameters must be measured W. Christian / Computer Physics Communications 121–122 (1999) 569–572 and it is unlikely that the first measurements will yield anything unexpected. In fact, the orbit that “looks” most unphysical is the outer orbit because the planet moves very slowly. The unphysical innermost planet zips along at too slow a rate. This visual representation of abstract formulas is surprising to students. How is the Physlet problem different from a similar traditional problem? In a traditional problem, the student is given an orbital parameter for a satellite and is given another satellite for comparison, thereby suggesting the path to the solution. In comparison, the multimedia-focused problem requires observation and conceptual reasoning before quantitative analysis. The idea that the outer planets move very slowly in comparison to the inner planets in reinforced by visual observation. Multimedia-focused problems are believed to be more “real-world-like” than traditional textbook problems. Upon first encountering multimedia-focused problems, many people comment that “they are like virtual laboratories”. As in an experiment, students must determine what is required to solve the problem before attempting a solution. Likewise, the answer depends on the method of solution and experimental error. Instructors can use Physlets to ask questions indicative of those encountered in actual laboratory situations. As another example, consider constant acceleration. The student is first shown a ball moving up with a constant downward acceleration. Later she is shown a ball moving down with a constant downward acceleration. Students are asked to determine the acceleration for both objects. Simply watching the motion of the ball and the time ought to allow the student to give an order of magnitude estimate of the answer. But physics education research has shown that students have a great deal of difficulty in not associating the direction of motion with the direction of acceleration (or force) [2]. Students may not only be asked how to solve a problem, they may also be asked to solve the problem with a small experimental uncertainty. In our experience, students who are well-versed in problem solving sometimes have little understanding of experimental error. When a constant acceleration problem was delivered on a homework assignment at North Carolina State University, NCSU, one insightful student remarked that the calculated acceleration was different depending on which equation of motion she used. The 571 different results were a result of experimental error, since position cannot be measured to better than one pixel on a computer monitor. Taking the ratio of Dx to Dt for one time step is likely to produce unacceptable error. Hopefully this led the student to a greater understanding of experimental error. Unfortunately, some students believe that such exercises requiring observation, qualitative reasoning, and measurement should not be part of the lecture course, but left for the laboratory. 3. Student attitudes There is ample evidence to support the conclusion that conceptual media-focused problems require higher order reasoning and are every bit as difficult as problems requiring intensive numerical calculations. Students accustomed to solving traditional problems simply may not apply the same resources to multimedia-focused problems. A recent study by Aaron Titus at North Carolina State University found that students believed Physlet problems to be more difficult than traditional textbook problems covering similar topics [6]. A few examples of student responses to a survey about the effectiveness of Physlets are listed below. Spelling and grammatical errors have not been changed in order to accurately reflect students’ responses. • Because we are not just given numbers to play with in the calculator or put in a formula when you have an animation you got to figure out what numbers to use. I guess that is good for us, helping us to understand problems closer to real life situations. • The [traditional] problems deal with the basic principles of physics. Most of the time they involve plug-and-chug. You just have to know what formula to use • They are more difficult because you do not have the numbers right in front of you. Instead they are in the form of the objects moving, and it is hard to get the real numbers. • It’s more difficult to observe velocity, acceleration, etc, and then calculate other properties of the animation from your observations. • Animation is more difficult because in addition to solving the problem you may have to determine time, displacement, velocity, etc. . . by viewing, 572 W. Christian / Computer Physics Communications 121–122 (1999) 569–572 whereas in a standard problem that information has to be given. Also, since you are not given all the pieces of information needed to work the problem (you have to get information from viewing) it is difficult to know what you are looking for, i.e. what you need to be able to solve the problem. • You have to obtain data, it is not merely given to you for “plug-and-chug”. This is sometimes difficult. Also, it is harder to define what method/formulas you will be utilizing in the problem. Although some students at NC State may not have been exposed to Physlets on a regular enough basis to be comfortable with the technology, similar comments were obtained in interviews at Davidson College. Davidson students were shown how to use Physlets in laboratory and given weekly media-focused assignments in class, yet 84% felt that Physlet-based problems were more difficult than traditional problems. 4. Conclusion We are continuing to investigate the impact of multimedia-focused problems using Physlets on students’ problem solving skills and conceptual understanding. At first, students seem to have greater difficulty solving these problems than similar traditional problems where necessary information is given in the text of the question. It is likely that students are accustomed to a “plug-and-chug” approach rather than qualitatively reasoning. However incorporating multimedia-focused problems using Physlets into daily instruction will likely help improve students’ impressions of these problems and help them learn the problem solving strategy required for solving them. Increased attention to qualitative reasoning may also have an impact on students’ conceptual understanding. Our goal as curriculum designers and teachers is not to impress, but to meet the needs of learners. Through the development of multimedia-focused problems using Physlets, we believe we’ve found a powerful tool to challenge students’ conceptual understanding of physics as well as their approach to problem solving. References [1] W. Christian, A. Titus, Developing Web-based curricula using Java applets, Comput. Phys. 12 (1998) 227–232. [2] D. Hestenes, M. Wells, G. Swackhamer, Force concept inventory, The Physics Teacher 30 (1992) 141–158. [3] J.H. Larkin, J. McDermott, D.P. Simon, H.A. Simon, Expert and novice performance in solving physics problems, Science 208 (1980) 1342–1355. [4] W.J. Leonard, R.J. Dufresne, J.P. Mestre, Using qualitative problem solving strategies to highlight the role of conceptual knowledge in solving problems, Amer. J. Phys. 64 (1996) 1495– 1503. [5] J. Meyer, T. Downing, Java Virtual Machine (O’Reilly & Associates, Sebastopol, CA, 1997). [6] A. Titus, Integrating video and animation with physics problem solving exercises on the World Wide Web, Ph.D. dissertation, North Carolina State University, Raleigh, NC (1998). [7] There are currently 24 Physlets available on the Davidson College Physics server, http://webphysics.davidson.edu/applets/ applets.html. Physics educators are encouraged to download these applets and to script their own problems.