In
classrooms, whether at the university level or elementary school, a strict
format of lecture during class and homework following class is generally
followed. In particular, textbooks alone are used to supplement the lecture
material. Jordan Shapiro, in “Video
Games and the Future of the Textbook[1],”
offers, ”At best, textbooks are innocuous, offering simple summaries of a very
broad subject area. At worst, they oversimplify things, providing less
information than an encyclopedia article without enough nuance or context to
make it meaningful.” Textbooks, as suggested by this author, can be used to
take in general information of a topic. At the same time Gleaning relevant information from a textbook
is difficult because you tend to learn specific details that are irrelevant of
the big picture. Furthermore, textbooks generally “have diagrams and
explanations that don’t explain the context or provide enough definitions,” says
my friend Jana, a fellow engineer at my university, Oregon State University.
The
process of translation, where messenger RNA (genetic code) is translated to
protein (the workforce of the cell), is tedious to read in textbooks and thus
hard to retain. Tracking what the 30S subunit and 50S subunit do for ribosomal[2] translation
through arduous walls of text is difficult. A clearly labeled diagram better elucidates
the process but remains confusing. This traditional format for education works
for some students but fails for many others, especially at the university level.
Alternative methods of teaching will be reviewed so that improvements to
current university education can be suggested.
Animations
do a better job of fitting the pieces together than the typical textbook, supplementing
conventional methods. The translation
example would be clarified by animations because one could see the growth of
the protein through the process, among other reasons. In a TED talk, Janet
Iwasa (“How Animations Can Help Scientists Test A Hypothesis”)[3] discusses
how animations can be vital to the progress of the field of molecular biology.
Molecular biologists currently use static figures to visualize their molecular
hypotheses using simple shapes; such a representation is understandably overly
simplified. The important molecules, however, have known shapes. Thus an
animation of the cellular and molecular processes could be developed to test a
hypothesis. Animations can be in used in this way to convey lots of information
easily and accurately. Though this TED talk focuses on biology, other studies
would greatly benefit from this approach. Modelling programs such as COMSOL[4]
and SolidWorks[5]
are similarly helpful in visualizing hypotheses.
Traditional
education methods can also be buffered through the use of video games. For
example, games by the company Amplify
Education[6]
are designed to improve student learning and understanding of the material
presented. For example, one such game allows students to experience the process
of metabolism from the inside, teaching basic biological literacy. Other
prominent examples include using Skyrim[7] to
reach Norwegian romantic nationalism[8],
Portal 2[9] to
teach physics, and Civilization IV[10]
to teach history and English. Additionally, The Last Of Us[11]
is studied on its own as a high school student would study The Great Gatsby or another highly regarded novel. Through playing
games, students actively seek out knowledge and apply it, rather than relying
on rote memorization. Additionally, as Paul Darvasi, author of “Literature,
Ethics, Physics: It’s All In Video Games At This Norwegian School,”[12]
writes, “[Games] are valid texts that can be studied in and of themselves, but
it is important to see video games as elastic tools whose potential uses exceed
their intended purpose.” Video games can be studied on their own as they do
with The Last Of us or they can be used to teach metabolism using Amplify’s
digital curriculum and Norwegian romanticism using Skyrim. Through the
implementation of video games in curriculums, students are able to take the
information they learn in class and process and apply it. Seemingly random but
still important details can be integrated into the bigger picture through this
approach.
An
important step is to stress what is already available. As an engineer who is
also well-versed in the sciences, my experience is limited. For school and
research I have made use of programs such as SolidWorks – freely available for
engineers at OSU – for modelling and design. While mechanical engineers (along
with the rest of their department) extensively use SolidWorks, COMSOL is hardly
used. Though they are not interactive, the use of videos helps relay
big-picture information. Some of my classes made use of videos but for the most
part they had little presence. Lastly, there is Concept Warehouse[13]
being developed at my university to improve engineering education. Using this
program instructors assign students quantitative or qualitative questions
regarding course topics. Students are then asked to provide an explanation.
This software has been used a few times in some of my classes, though its use
is increasing. Lastly, textbooks, as stated earlier, are rarely adequate for
their purposes.
Now that the current situation is better understood, improvements can be suggested. The suggestions below are listed separately but can be combined.
Now that the current situation is better understood, improvements can be suggested. The suggestions below are listed separately but can be combined.
Videos
should be used to enhance retention of the main concepts. For example, the
process of translation, which is follow when presented in a text format, is best
understood through a video of the main
events. Seeing the molecules in motion makes more sense to most students.
Otherwise only narrowly-important details are enforced. In particular, organic
chemistry in my experience is taught in a manner that encourages memorization
over understanding. While memorization to some degree is required, organic
chemistry professors should show animations of the mechanisms underlying at
least some of the major chemical reactions. This would allow for better
understanding.
One thing lacking in most engineering classes is the development of models, both mathematical and software-based. Beginning classes lack the tools to construct mathematical models. As classes become more complex, more modelling should occur as part of the class structure. In my biomedical engineering principles class we had to model membraneless dialysis. With such an open-ended problem I had to create appropriate and justifiable assumptions to arrive at a sufficient mathematical model. My knowledge of the material grew, for there were myriad possible approaches. More engineering classes should encourage constructing your own models. For practicality’s sake such exercises need not be entirely open-ended. Modelling can also be done in COMSOL or another similar program in lieu of an explicit mathematical model. This approach is especially good for problems that are harder to model mathematically or solve analytically. For example, I am using COMSOL to analyze stresses on surrounding tissue due to the presence of a medical device in vivo[14]. This task would be arduous to mathematically model due to time-dependence of the forces or to measure in vivo. We also had to do modelling with COMSOL in my fluid mechanics class. In this case the problem was simple and easy to solve analytically: laminar flow of water through a pipe. The program outputted a graphical solution that matched the analytical solution, making the math less arcane. The task was thus instructive. The implementation of more open-ended problems is desirable because few substantial real-world problems have a single solution. Failing that, more engineering classes should require the use of software to improve understanding. Furthermore, having to create one’s own model encourages critical thinking, conceptual understanding, and creative problem-solving, all of which are vital to an engineer.
One thing lacking in most engineering classes is the development of models, both mathematical and software-based. Beginning classes lack the tools to construct mathematical models. As classes become more complex, more modelling should occur as part of the class structure. In my biomedical engineering principles class we had to model membraneless dialysis. With such an open-ended problem I had to create appropriate and justifiable assumptions to arrive at a sufficient mathematical model. My knowledge of the material grew, for there were myriad possible approaches. More engineering classes should encourage constructing your own models. For practicality’s sake such exercises need not be entirely open-ended. Modelling can also be done in COMSOL or another similar program in lieu of an explicit mathematical model. This approach is especially good for problems that are harder to model mathematically or solve analytically. For example, I am using COMSOL to analyze stresses on surrounding tissue due to the presence of a medical device in vivo[14]. This task would be arduous to mathematically model due to time-dependence of the forces or to measure in vivo. We also had to do modelling with COMSOL in my fluid mechanics class. In this case the problem was simple and easy to solve analytically: laminar flow of water through a pipe. The program outputted a graphical solution that matched the analytical solution, making the math less arcane. The task was thus instructive. The implementation of more open-ended problems is desirable because few substantial real-world problems have a single solution. Failing that, more engineering classes should require the use of software to improve understanding. Furthermore, having to create one’s own model encourages critical thinking, conceptual understanding, and creative problem-solving, all of which are vital to an engineer.
In
today’s digital age textbooks should take a more compact form, trimmed of
unnecessary detail. A set standard for all textbooks cannot be determined
because each field is different. Instead, textbooks need to organize
explanations around the big picture, with important details providing support.
Currently the main concepts are interspersed among and drowned out by minor
pieces of information. Figures should emphasize the big picture and work with
the text, not simply repeat the text. At the same time, the text should explain
the figure in detail. Examples, which tend to be the most critical textbook element
especially for quantitative elements, tend to be poorly explained and feature
large logical jumps. Each major step should be laid out clearly, from problem
statement to solution. In particular, rearrangement of equations, simplifying
assumptions, and math tricks should be clearly shown.
Though
my suggestions are quite broad, I feel that changing university education in
this way would make it more pertinent and more accessible. There are
alternatives beyond what I suggested that would help university education but I
wrote this piece to participate in discussion rather than come up with a final
solution. Most universities cannot implement video games, so possible changes
to K-12 education do not directly translate. Computer programs and videos,
however, can be used to buffer the traditional approach to education by more
strongly involving students. As a result, the atypical but no less creative and
talented scientists and engineers will also be able to apply their education in
their careers and help the world.
[1] “Video
Games and the Future of the Textbook” by Shapiro, Jordan. Mind Shift. KQED Inc.
15 Aug 2014. 18 Aug 2014.
[2] Ribosomes are an important
molecular player in the process of translation.
[3]
“How Animations Can Help Scientists Test A Hypothesis” by Iwasa, Janet. Mar
2014. TED. 18 Aug 2014.
[4] Engineering software used to
model a variety of phenomena, including heat transfer, structural mechanics,
and more.
[5] A modeling software used to
design mechanical parts and assemblies.
[6] Amplify Learning, a branch of
Amplify Education, is responsible for the corresponding digital curriculum for
K-12 students.
[7] The Elder Scrolls V: Skyrim, a
free-roaming RPG game.
[8] A 19th century
independence movement that set out to document uniquely Norwegian cultural
elements and natural settings to affirm their national identity.
[9] A sci-fi game that requires the
player to complete puzzles using lasers, optics, and other means to progress.
[10] A historical simulation game
[11] A post-apocalyptic survival game
[12] “Literature,
Ethics, Physics: It’s All In Video Games At This Norwegian School” by
Darvasi, Paul. Mind Shift. KQED Inc. 21 July 2014. 18 Aug 2014.
[13]
Educational software.
[14]
Inside the body
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