ترغب بنشر مسار تعليمي؟ اضغط هنا

Using math in physics -- Overview

35   0   0.0 ( 0 )
 نشر من قبل E. F. Redish
 تاريخ النشر 2020
  مجال البحث فيزياء
والبحث باللغة English
 تأليف Edward F. Redish




اسأل ChatGPT حول البحث

The key difference between math as math and math in science is that in science we blend our physical knowledge with our knowledge of math. This blending changes the way we put meaning to math and even to the way we interpret mathematical equations. Learning to think about physics with math instead of just calculating involves a number of general scientific thinking skills that are often taken for granted (and rarely taught) in physics classes. In this paper, I give an overview of my analysis of these additional skills. I propose specific tools for helping students develop these skills in subsequent papers.


قيم البحث

اقرأ أيضاً

Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how co mmercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.
Reliable and validated assessments of introductory physics have been instrumental in driving curricular and pedagogical reforms that lead to improved student learning. As part of an effort to systematically improve our sophomore-level Classical Mecha nics and Math Methods course (CM 1) at CU Boulder, we have developed a tool to assess student learning of CM 1 concepts in the upper-division. The Colorado Classical Mechanics/Math Methods Instrument (CCMI) builds on faculty consensus learning goals and systematic observations of student difficulties. The result is a 9-question open-ended post-test that probes student learning in the first half of a two-semester classical mechanics / math methods sequence. In this paper, we describe the design and development of this instrument, its validation, and measurements made in classes at CU Boulder and elsewhere.
Incorporating computer programming exercises in introductory physics is a delicate task that involves a number of choices that may have a strong affect on student learning. We present an approach that speaks to a number of common concerns that arise when using programming exercises in introductory physics classes where most students are absolute beginner programmers. These students need an approach that is (1) simple, involving 75 or fewer lines of well-commented code, (2) easy to use, with browser-based coding tools, (3) interactive, with a high frame rate to give a video-game like feel, (4) step-by-step with the ability to interact with intermediate stages of the correct program and (5) thoughtfully integrated into the physics curriculum, for example, by illustrating velocity and acceleration vectors throughout. We present a set of hour-long activities for classical mechanics that resemble well-known games such as asteroids, lunar lander and angry birds. Survey results from the first activity from four semesters of introductory physics classes at OSU in which a high percentage of the students are weak or absolute beginner programmers seems to confirm that the level of difficulty is appropriate for this level and that the students enjoy the activity. These exercises are available for general use at http://compadre.org/PICUP In the future we plan to assess conceptual knowledge using an animated version of the Force Concept Inventory originally developed by M. Dancy.
A computational model study for complete frequency redistribution linear incoherent two-level atomic radiation trapping in optically dense media using the multiple scattering representation is presented. This model study discuss at length the influen ce of the spectral distributions, overall opacity and emission quantum yield to trapping distorted ensemble quantities stressing physical insight and with a non-specialist audience in mind. Macroscopic reemission yield, lifetime, steady state spectra and spatial distributions are calculated as a function of intrinsic emission yield, opacity and external excitation mode for Doppler, Lorentz and Voigt lineshapes. The work could constitute the basis for a final undergraduate or beginning graduate project in computational physics instruction and implements the analytical developments of the previous instalment of this contribution.
The Physics Inventory of Quantitative Literacy (PIQL), a reasoning inventory under development, aims to assess students physics quantitative literacy at the introductory level. The PIQLs design presents the challenge of isolating types of mathematica l reasoning that are independent of each other in physics questions. In its current form, the PIQL spans three principle reasoning subdomains previously identified in mathematics and physics education research: ratios and proportions, covariation, and signed (negative) quantities. An important psychometric objective is to test the orthogonality of these three reasoning subdomains. We present results from exploratory factor analysis, confirmatory factor analysis, and module analysis that inform interpretations of the underlying structure of the PIQL from a student viewpoint, emphasizing ways in which these results agree and disagree with expert categorization. In addition to informing the development of existing and new PIQL assessment items, these results are also providing exciting insights into students quantitative reasoning at the introductory level.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا