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In this article I discuss my experience in teaching
UQR2206 "Simplicity", a module in the University
Scholars Programme. UQR2206 is a science/
technology-based module without prerequisites
and open to USP students from all faculties. A
typical class would consist of students from their
first semester at NUS to those in their third year of
study.
The objectives of the module are to introduce
students to (i) the scientific method as used by
practitioners, and (ii) the various qualitative concepts
and quantitative tools researchers use to understand
and model observed phenomena. Some of the
challenges of teaching such a module are likely to
be common to other cross-disciplinary modules. I
shall discuss these challenges below and the various
approaches I have experimented with.
The first problem is that students come from
diverse disciplines, with very different science and
mathematics backgrounds. Thus the subject matter
chosen for weekly discussions must be neither too
easy nor too advanced. In other words, the discussion
subject should ideally sustain the interest of all
students over long periods and encourage them to
participate enthusiastically.
However, by choosing interesting, and sometimes
unconventional, material to solve the first problem,
one may face a second problem-the highly
pragmatic nature of some students who want to know
how what they are learning is useful to them.
The third problem with "Simplicity" as a module
in quantitative reasoning is the aversion many
humanities students have to mathematics. Many
of these students have terrifying memories of how
they spent their pre-university days mindlessly
memorising countless formulae that were then used
with little understanding to solve highly artificial
examination problems. Surprisingly, many science and engineering students also think that memorising
and using formulae is what mathematics, physics
and engineering are all about. However, science and
engineering students differ in that they are slightly
more accepting of mathematics than the humanities
students.
I solve the first problem by choosing readings from
various disciplines and try to use non-standard
examples to illustrate the concepts. In this way, even
students from physics or mathematics, who may have
covered similar basic material elsewhere, would learn
something new. Furthermore, I constantly relate the
abstract concepts to real life examples and point
out connections between similar ideas in different
disciplines. In this way, students are reminded that
science is ultimately about understanding the real
world and how understanding something at the
conceptual level in one discipline can help solve
similar problems in another. Hence, the second
problem mentioned above is also resolved.
To address the third problem, I introduce the
mathematics gradually, with a liberal use of simple
examples, computer simulations, judicious analogies
and fun activities (e.g. mathematical modelling of
the love between Romeo and Juliet)-all meant to
lull students into a relaxed frame of mind and help
them forget their preconceptions of quantitative
reasoning. At the end of the day, I hope to have taught
students something new and useful that they could
remember for a longer period than some meaningless
formulae.
An example of a computer simulation used in
teaching the module is the Game of Life1 that
illustrates how remarkably simple rules can give
rise to both diversity (as a result of different initial conditions) and emergent complexity, but how
difficult it would be to guess those rules just by
looking at the end result. This simulation illustrates
with minimal fuss why there is merit in the scientific
method used by explorers in seeking simple universal
rules underlying natural phenomena.
Another example is Boids2-a computer simulated
program that produces very realistic f locking
behaviour of digital birds, illustrating the concept
of self-organisation. When students learn that the
techniques used in Boids are also used in many blockbuster
movies and animations, students realise that
science can be both serious and fun.
There is, of course, no substitute for the real thing -
the group project (the most challenging part of the
module). This is where students are asked to select
a recently published paper that uses quantitative
reasoning and the scientific method and do a critical
review of that paper. Thus, students have to first
understand what the paper is about, master the
mathematical tools the authors used, surface the
various underlying theoretical assumptions in the
mathematical models, critique those assumptions
and conclusions, and finally, suggest improvements
for a potential future study. For many students, the critical reading of a technical
journal article is often their first experience in taking
the indispensable preliminary step in academic
research. To make the experience even more
realistic and memorable, students are to give an
oral presentation of their project to the whole class,
after which presenters will be 'grilled' just as in any
science workshop for professionals.
Anecdotal evidence indicates that the group project
comes in handy for students whose future project
work involves mathematical modelling. Even for
those who do not intend to further their studies in
science, the project arguably brings students as close
as possible to the way actual science is done and
perhaps, dispels their naïve thoughts that scientists
can easily make breakthroughs by day-dreaming.
In addition to the group project, each student has to
make another 3-minute oral presentation on 'scientific
method or quantitative reasoning in the news'. Students
search for a recent news item and then give a concise
but intelligible talk to the whole class. This teaches
students how to digest everyday scientific news, distil
its essence and communicate it to their peers.
Some of the resources used in "Simplicity" are available at the course
website: http://staff.science.nus.edu.sg/~parwani/sim/simindex.html.
1 The Game of Life is available online: http://www.math.com/students/wonders/life/life.html and students can play it before
or after class discussions.
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2 Boids (http://www.red3d.com/cwr/boids/) was a computer
program originally developed by Craig Reynolds in 1986 to
simulate the flocking behaviour of birds.
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