Problem Solving and The Use of Math in Physics Courses
Problem Solving and The Use of Math in Physics Courses
As we will see in our discussion of units, these parameters are rarely just numbers.
2
We have many different kinds of constants numbers (2, e, !,), universal dimen-
sioned constants (e, h, k
B
,), problem parameters (m, R,), and initial conditions.
We blur the distinction between constants and variables.
We use symbols to stand for ideas rather than quantities.
We mix things of physics and things of math when we interpret equations.
But perhaps the most dramatic difference is the way we put meaning to our symbols.
1.2. Loading meaning onto symbols leads to differences in how physicists
and mathematicians interpret equations
In physics, our symbols are not arbitrary but tend to be chosen to activate a particular
mental association with some physical quantity or measurement. Consider the problem
shown in Fig. 1.
!
If A(x, y) = K(x
2
+ y
2
) K a constant
!
What is A(r,") = ?
Fig. 1: A problem that tends to distinguish physicists from mathematicians.
I have asked this question to dozens of physicists. Almost all have a ready answer:
!
A(r,") = Kr
2
. (1)
The reason is clear. Without it being specified precisely in the problem, the x
2
+y
2
is a
familiar combination. It activates coordinates in the plane and the Pythagorean theorem
in the viewers mind. The use of r and ! in the second equation supports this expectation
and the answer comes readily to hand using the ancillary equation
!
x
2
+ y
2
= r
2
.
A mathematician, on the other hand, would insist that the answer has to be
!
A(r,") = K r
2
+"
2
( )
(2)
since the function as defined says take the sum of the squares of the two arguments and
multiply by K. This gives the result shown in Eq. (2). Why does this seem so wrong? You
cant add r
2
and !
2
! They have the wrong units! Of course a mathematician would have
no reason to assume any of the quantities had units.
Our mathematician would argue that if you mean to change the functional form of A,
you should use a new symbol; perhaps write
!
A(x, y) = B(r,"). (3)
A physicist would still be uncomfortable with this. I can just hear her say: But A repre-
sents the vector potential. I cant use B to stand for the vector potential! That would be
confusing it with the magnetic field!
An epistemic game
has a goal, moves (allowed activities), and an endstate (a way of knowing when the game
has been won). The important thing about this observation is the observation that e-games
Collins and Ferguson [4] introduced this term but used it in a normative sense to de-
scribe activities carried out by experts that need to be taught. We use the term in an eth-
nographic sense as a way to describe activities that we see students do.
The pair of coupled ordinary differential equations
Dxy Cy
dt
dy
Bxy Ax
dt
dx
+ ! =
! =
are referred to as the Lotka-Volterra equations and are supposed to represent
the dependence of the populations of a predator and its prey as a function of
time. The constants A, B, C, and D are all positive.
(a) Which of the variables, x or y, represents the predator? Which represents
the prey? What reasons do you have for your choice?
(b) What do the parameters A, B, C, and D represent? Why do you say so?
(c) Do you expect that these equations include all the relevant phenomena? Or
have some important effects been omitted? Explain why you think so.
9
are exclusionary; that is, they limit the moves that can be use to the ones within the game.
Other resources that might be appropriate are not accessed, even if they might be useful.
In watching about 50 hours of video of student groups solving problems, Tuminaro
identified six commonly used e-games: Mapping Meaning to Mathematics, Mapping
Mathematics to Meaning, Physical Mechanism, Pictorial Analysis, Recursive Plug-and-
Chug, and Transliteration to Mathematics [5]. Flow charts describing the primary moves
in two of these games are shown in Figs. 6 and 7.
Fig. 6: Recursive plug-and-chug -- An epistemic game that can work in some circumstances
and block the use of valuable and productive knowledge in others [3][5].
Fig. 7: Making meaning with mathematics An epistemic game that can help students
make sense of physics and blend their physical and mathematical knowledge [3][5].
The moves in recursive-plug-and-chug (Fig. 6) are plausible and useful moves in
solving quantitative physics problems. The problem is with the moves that have been
omitted. There is no move that says, Evaluate whether the equation you have chosen is
appropriate to explain the situation you are considering. A game that has these moves is
making meaning with mathematics (Fig. 7). What is interesting is that students in alge-
bra-based physics tend to play one game or the other and not blend them well.
10
In one example, we saw a student whose local goal was to estimate the volume of her
dormitory room decide that the answer required was 1 m
3
because that was the only
volume she could find in the problem statement. She was playing recursive-plug-and-
chug, and in this game, all information must come from an authoritative source; you are
not allowed to reach into your life experiences for an answer. Unfortunately, the problem
that was posed was an estimation problem one in which students were explicitly ex-
pected to use their everyday knowledge in order to construct solutions. This student had
categorized the problem differently from her instructor and (tacitly) chosen the wrong e-
game to play. This mismatch of expectations between student and teacher is quite com-
mon and has been observed with upper division physics students as well [6].
4. What are the implications for our teaching?
From this analysis of the use of math in physics (and in science in general), we have
learned a number of important results that have implications for our teaching. Theres
more to problem solving than learning the facts and the rules. What expert physicists
do in even simple problems is quite a bit more complex than it may appear to them and is
not just what is learned (or not learned) in a math class. Helping students to learn to
recognize what tools (games) are appropriate in what circumstances is critical.
Physics is an excellent place for scientists in many fields to learn to use mathematics
in science but too much of an emphasis on algorithmic approaches can block students
from learning other important parts of how to approach physics problem solving if those
other parts are not taught. We need to improve our understanding of the cognitive proc-
esses involved in physics problem solving and find activities that help our students build
knowledge into intuitions/understanding. Building manipulation skills is not enough.
Acknowledgments
This work is supported in part by the National Science Foundation under Grants No.
REC-008 7519 and DUE 05-24987. Any opinions, findings, and conclusions or recom-
mendations expressed in this material are those of the author(s) and do not necessarily
reflect the views of the National Science Foundation.
References
1. D. Hammer, The Physics Teacher, 27, 664 (1989); Am. J. Phys., 64 1316 (1996).
2. Learning How to Learn Science: Physics for Bioscience Majors,
http://www.physics.umd.edu/perg/role/.
3. J. Tuminaro, Phd Dissertation, U. of Maryland, Physics Department (2004).
4. A. Collins and W. Ferguson, Educational Psychologist 28:1, 25 (1993).
5. J. Tuminaro and E. F. Redish, Student Use of Mathematics in the Context of Phys-
ics Problem Solving: A cognitive model, U. of Maryland preprint, (2005), submit-
ted for publication, http://www.physics.umd.edu/perg/papers/redish/T&R.pdf
6. R. Hodges, U. of Maryland, private communication (2005).