No Arabic abstract
Encouraging student engagement is a key aim in any educational setting. Allowing students the freedom to pursue their own methods of solving problems through independent experimentation has been shown to markedly improve this. In many contexts, however, allowing students this flexibility in their learning is hampered by constraints of the material itself, such as in the electronics laboratory, where expensive equipment confines the learning environment to the laboratory room. To address this, we present the development of a low-cost, portable electronics learning platform, the WinterLab board and software interface, designed for use in an introductory science undergraduate electronics course. The platform is comparable or lower in cost than a typical textbook, fits in the palm of the hand, connects to the users computer via USB, and incorporates all equipment used in a typical undergraduate electronics laboratory. The WinterLab platform was given to a subset of students in the 2019 edition of an electronics and signal processing second year undergraduate course, who used it to complete the courses laboratory curriculum. Students reception of the board was positive, and several requested to keep the board beyond the end of the semester for use in personal projects. Equipping students with a low-cost test and measurement platform, such as the WinterLab board, that can be used at home and kept after the end of the course represents an accessible avenue for improving engagement in electronics learning at the science undergraduate level.
Knowledge of quantum mechanical systems is becoming more important for many science and engineering students who are looking to join the emerging quantum workforce. To better prepare a wide range of students for these careers, we must seek to develop new tools to enhance our education in quantum topics. We present initial studies on the use of one of these such tools, Quantum Composer, a 1D quantum simulation and visualization tool developed for education and research purposes. In particular, we conducted five think-aloud interviews with students who worked through an exercise using Quantum Composer that focused on the statics and dynamics of quantum states in single- and double-harmonic well systems. Our results show that Quantum Composer helps students to obtain the correct answers to the questions posed, but additional support is needed to facilitate the development of student reasoning behind these answers. In addition, we find that students explore familiar and unfamiliar problems in similar ways, indicating that Quantum Composer is a useful tool for exploring systems that students have not seen before.
In the Fall of 2013, Georgia Tech offered a flipped calculus-based introductory mechanics class as an alternative to the traditional large-enrollment lecture class. This class flipped instruction by introducing new material outside of the classroom through pre-recorded, lecture videos. Video lectures constituted students initial introduction to course material. We analyze how students engaged with online lecture videos via clickstream data, consisting of time-stamped interactions (plays, pauses, seeks, etc.) with the online video player. Analysis of these events has shown that students may be focusing on elements of the video that facilitate a correct solution.
This article reports on a study investigating how computational essays can be used to redistribute epistemic agency--cognitive control and responsibility over ones own learning--to students in higher education STEM. Computational essays are a genre of scientific writing that combine live, executable computer code with narrative text to present a computational model or analysis. The study took place across two contrasting university contexts: an interdisciplinary data science and modeling course at Michigan State University, USA, and a third-semester physics course at the University of Oslo, Norway. Over the course of a semester, computational essays were simultaneously and independently used in both courses, and comparable datasets of student artifacts and retrospective interviews were collected from both student populations. These data were analyzed using a framework which operationalized the construct of epistemic agency across the dimensions of programming, inquiry, data analysis and modeling, and communication. Based on this analysis, we argue that computational essays can be a useful tool in redistributing epistemic agency to students within higher education science due to their combination of adaptability and disciplinary authenticity. However, we also argue that educational contexts, scaffolding, expectations, and student backgrounds can constrain and influence the ways in which students choose to take up epistemic agency.
Immersive virtual reality (VR) has enormous potential for education, but classroom resources are limited. Thus, it is important to identify whether and when VR provides sufficient advantages over other modes of learning to justify its deployment. In a between-subjects experiment, we compared three methods of teaching Moon phases (a hands-on activity, VR, and a desktop simulation) and measured student improvement on existing learning and attitudinal measures. While a substantial majority of students preferred the VR experience, we found no significant differences in learning between conditions. However, we found differences between conditions based on gender, which was highly correlated with experience with video games. These differences may indicate certain groups have an advantage in the VR setting.
We demonstrate how students use of modeling can be examined and assessed using student notebooks collected from an upper-division electronics lab course. The use of models is a ubiquitous practice in undergraduate physics education, but the process of constructing, testing, and refining these models is much less common. We focus our attention on a lab course that has been transformed to engage students in this modeling process during lab activities. The design of the lab activities was guided by a framework that captures the different components of model-based reasoning, called the Modeling Framework for Experimental Physics. We demonstrate how this framework can be used to assess students written work and to identify how students model-based reasoning differed from activity to activity. Broadly speaking, we were able to identify the different steps of students model-based reasoning and assess the completeness of their reasoning. Varying degrees of scaffolding present across the activities had an impact on how thoroughly students would engage in the full modeling process, with more scaffolded activities resulting in more thorough engagement with the process. Finally, we identified that the step in the process with which students had the most difficulty was the comparison between their interpreted data and their model prediction. Students did not use sufficiently sophisticated criteria in evaluating such comparisons, which had the effect of halting the modeling process. This may indicate that in order to engage students further in using model-based reasoning during lab activities, the instructor needs to provide further scaffolding for how students make these types of experimental comparisons. This is an important design consideration for other such courses attempting to incorporate modeling as a learning goal.