Computation is a central aspect of 21st century physics practice; it is used to model complicated systems, to simulate impossible experiments, and to analyze mountains of data. Physics departments and their faculty are increasingly recognizing the importance of teaching computation to their students. We recently completed a national survey of faculty in physics departments to understand the state of computational instruction and the factors that underlie that instruction. The data collected from the faculty responding to the survey included a variety of scales, binary questions, and numerical responses. We then used Random Forest, a supervised learning technique, to explore the factors that are most predictive of whether a faculty member decides to include computation in their physics courses. We find that experience using computation with students in their research, or lack thereof and various personal beliefs to be most predictive of a faculty member having experience teaching computation. Interestingly, we find demographic and departmental factors to be less useful factors in our model. The results of this study inform future efforts to promote greater integration of computation into the physics curriculum as well as comment on the current state of computational instruction across the United States.
In order to support physics students in their future careers, there is a need to understand the relationship between undergraduate education and professional practice in physics-related fields. This study investigated high-level goal driven mathematical problem-solving activities that are found within two disciplinary cultures: physical science research labs in academia and photonics workplaces in industry. We conducted semistructured interviews with 10 Ph.D. students and 22 engineers and technicians. Math use in professional workplaces was characterized through an adaptation of epistemic games framework, which revealed six common epistemic games in these workplaces: conceptual math modeling, analyticalnumerical math modeling, design-oriented math modeling, fabrication, improving processes, and making meaning out of data games. The workplace-specific epistemic games capture the goals, starting and ending conditions, constraints and contextual features, moves, tools, and representations. The games involve a broad spectrum of math that ranges from arithmetic to computational modeling. The games reveal how goals and particular contextual features impact approaches to mathematical problem solving. The findings extend prior work on mathematical problem solving in physics to a new population of professional researchers, engineers, and technicians in their workplaces. The research may guide new approaches for developing problems and explicitly teaching problem solving in diverse physics contexts, which may additionally benefit undergraduate students' preparation for their future careers.
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