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CS2013-final-report

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Altruism/Collaboration/Competition, Economics, Art and Music, Climate Change, E. coli metabolism of lactose,<br />

Cancer and Tumors, Games, Complex Systems and Chaos, Networks, and Fractals. Both theory and practice of<br />

computational simulation and modeling techniques are examined as tools to support the scientific method. No<br />

computer programming knowledge or calculus is required. By popular student demand, Netlogo 5 is predominantly<br />

used as the modeling tool for this course due to its ease of use and extensive library of relevant models. Such tools<br />

have the advantage of embodying principles of a systems approach to non-linear, self-organizing, and emergent<br />

phenomena that characterize most interesting problems that societies face today. They also offer a bottom-up<br />

approach to problem-solution and experimentation in a non-threatening way that does not require the knowledge of<br />

programming. At the same time, these tools also provide more adventurous students with the opportunity to modify<br />

the natural language-like computer code to test their own ideas about modeling the societal challenge under<br />

consideration.<br />

The course includes up to fifteen knowledge units per semester. Each week in the semester is devoted to one<br />

knowledge unit. There are two 75-minute lessons per week/knowledge unit. The first lesson of the week uncovers<br />

the nature of the societal problem targeted in that particular knowledge unit. The second lesson of the week offers<br />

examples of computer-based simulations and models of the problem. Both lessons include many team-based<br />

exercises that encourage self-exploration, innovation, and creativity. The lessons are followed by a laboratory<br />

session that uses well-defined protocols to guide students through hands-on exploration of computer simulations and<br />

models. In the Spring 2013 semester we introduced the use of Audience Response Systems 6 (clickers) for quizzes at<br />

the end of each lesson or topic; each quiz consisted of four to five questions about the current topic plus one or two<br />

review questions from previous topics. We also experimented with “flipped classroom” methods during some of the<br />

clicker quizzes. When responses to questions were diverse and mostly incorrect, we had students discuss their<br />

responses amongst themselves and then we re-tested them; as expected, student scores improved on those questions<br />

after they had an opportunity to discuss amongst themselves.<br />

Some knowledge units incorporate student projects. Projects are two to three weeks long. They are team-based. Each<br />

team includes two to four students. Students are assigned to teams based on their declared major/discipline. Every<br />

effort is made to ensure that teams are interdisciplinary.<br />

At the conclusion of this one-semester, 4-hour course, students should be able to:<br />

1. Have an enhanced appreciation for the use of science in addressing real-world problems<br />

2. Apply critical thinking in solving science-related problems<br />

3. Survey literature on current and relevant science-related issues<br />

4. Comfortably communicate scientific concepts with others<br />

5. Perform basic inquiry-based science experimentation using computational models<br />

6. Have fun doing all of the above!<br />

What is the format of the course<br />

eScience is taught as a traditional face-to-face, four credit-hour course consisting of three hours of class instruction<br />

and one three-hour lab per week for about 15 weeks.<br />

5 http://ccl.northwestern.edu/netlogo/<br />

6 http://www.turningtechnologies.com/response-solutions<br />

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