Building an Interactive Mobile Application to Enhance Students’
Problem Solving Skills in Higher Education Physics
Ehab Malkawi
1 a
, Shaikha Alhadrami
2
and Afaf Aljabri
3
1
Department of Physics, United Arab Emirates University, Al Ain, U.A.E.
2
Department of Computer Science, United Arab Emirates University, Al Ain, U.A.E.
3
Department of Biology, United Arab Emirates University, Al Ain, U.A.E.
Keywords: Problem Solving, Physics Education, Mobile Application, Educational Technology, Science Education.
Abstract: Problem solving is a major part of the learning process that students need to acquire in their university
education as it combines several skills within, such as comprehension, memory recall, critical thinking, and
mathematical skills. Even though instructors and students recognize the importance of problem solving,
generally both groups fail to culminate this corner step in the learning process. Students fail to realize that it
is not the final answer of an assignment that is the important outcome, but rather the learning process and
skills that are gained through problem solving. Technology and mobile applications can harvest the students’
attention in the process of problem solving and make them more willing to learn. We discuss the case of
building an interactive mobile application that fosters the major steps in problem solving. The application is
built to guide, help, encourage, motivate the students, and create a more interactive and exciting environment.
It is built on an algorithm that relies on the major steps of problem solving. The first version of the mobile
(Android) application is produced.
1 INTRODUCTION
Problem solving in the education field of science &
engineering is an indispensable part of the learning
process that students need to acquire in their
university education, (see (Gabel, 1994), (Ramsden,
2003), and references therein). Almost all
undergraduate programs in university setting list
problem solving skills and critical thinking as a major
program learning outcome. Most of science and
engineering courses include the same item in their
course learning outcomes.
Definition of problem solving process varies in
the literature, for example according to (Ausubel,
1963), problem solving is a form of discovery
learning. While (Gagne, 1970) views the process as
assembling rules to create a new superior rule that
allows a solution. The process can also be viewed as
a cognitive process directed as achieving a goal when
no solution is obvious (Mayer, 1992). Students face
considerable difficulty in the process of problem
solving for several reasons; such as lack of
understanding the basic concepts and lacking the
a
https://orcid.org/0000-0002-6461-3741
appropriate knowledge structure related to a specific
content (Nakhleh, 1993).
Literature on the issue of problem solving
identifies few major steps in the process of learning
(Fraser and Butts, 1982), (Greeno, 1973), (Polya,
1945), (Simon, 1980). With few differences between
different viewpoints in literature, we can identify the
following major steps that are contained in the
process; understanding the language structure of the
problem (especially important for students with
English as a second language), defining the problem
and being able to recognize its elements, selecting the
appropriate information, being able to make some
prediction beforehand, constructing a solution plan,
implementation and evaluation. During this process,
students are expected to face challenge and many
students easily quit and run for the short exit.
Even though instructors and students recognize
the importance of problem solving; generally, both
groups fail to build on this corner step in the learning
process. For students the process is difficult,
confusing, and challenging. Critical thinking is not
acquired by students in schools and it is considered a
highly challenging and time consuming process.
550
Malkawi, E., Alhadrami, S. and Aljabri, A.
Building an Interactive Mobile Application to Enhance Students’ Problem Solving Skills in Higher Education Physics.
DOI: 10.5220/0007780105500555
In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), pages 550-555
ISBN: 978-989-758-367-4
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
Math skills are generally weak and not integrated well
in the learning process. In many cases, students fail to
understand the details of the problem they want to
solve and are unable to link it to their shaky
understanding of the class material, not to mention the
insufficient mathematical skills students have. For
educators, lack of time and large number of students
force the problem solving part to be minimized.
Educators rely on traditional assigned homework but
this rarely builds the critical thinking and other
important skills. From our experience, students
consider homework a burden to be submitted with
minimum effort. Some students rely on plagiarism,
copy assignment from other students, or simply
perform a messy mathematical manipulation to
produce the required final numerical answer of a
problem. Students fail to realize that it is not the final
answer of the problem that is the important outcome
of the assignment, but rather the learning process, the
critical thinking, and other skills that are gained
through problem solving. On the other hand,
educators do not spend enough time on this part of
learning due to lengthy content and large number of
students. Many instructors feel very skeptic about
students’ effort in problem solving. Sadly, the claim
that college education aims at fostering critical
thinking skills turns out to have little ground proof.
Research on the different aspects of problem solving
in science is abundant in literature, examples include
(Larkin, 1979), (Stewart, 1982), (Woods, 1975),
(Ferreira and Trudel, 2012), (Duch,1996),
(Fuller,1982).
We believe that technology and mobile
applications can harvest the students’ attraction and
attention in the process of problem solving (see
(Martin-Blas, 2009), (Childress, 1996) and references
therein). Technology motivates students become
more receptive and even more willing to participate
in learning (Kim and Hannafin, 2011), (Shurygin et
al., 2016), (Walker and Shelton, 2008). Technology
has already found its place in education for young
learners (Papadakis and Kalogiannakis, 2017) and
higher education (Kikilias et al, 2009), (Papadakis et
al, 2017) with several existing platforms, solutions,
and applications. Available solutions can be divided
into two groups; Comprehensive Educational
platforms and stand-alone applications:
The Comprehensive Educational Platforms
includes but not restricted to Blackboard, Desire to
Learn, Moodle, and Masteringphysics. Those
platforms are based on a Learning Management
System (LMS). LMS allows instructors to carry out
learning activities, make announcements and assess
student work. LMSs store and deliver materials
developed in a variety of different formats. They
support interactions between faculty and students.
Online learning management systems can be hosted
locally or remotely. On those powerful platforms
students can access resources online, solve questions,
exercises, and problems with the ability to browser
through textbooks, videos, conceptual pre-lectures,
and other material and hints. New features are added
regularly as publishing companies invest heavily in
such applications. United Arab Emirates University,
our institution, is already using Blackboard and
Masteringphysics.
LMS platforms are very powerful and the only
limitation we have experienced is regarding guided
problem solving. Many instructors rely on those
platforms to generate simple exercises, multiple-
choice questions, true-false questions, and so on.
Those platforms offer students a small window to
enter equations and their final answers. For the more
involved problems such platforms remain of little use
and value as they are missing on the important feature
of enhancing and guiding the critical thinking process
itself. As stressed before it is not the final answer that
is the goal, rather it is shaping the critical thinking
skills of students. Therefore, those platforms are still
short of value for problem solving as they lack
interactive personalized support and guidance. Our
proposed application can make an important addition
to those platforms as it can fill the gap we are
experiencing in problem solving skills.
There are few stand-alone applications of physics
including but not limited to Physics Solver, Learn
Physics, Visual Physics, Physical Mechanical
problems. However, existing stand-alone mobile
applications in the market are of little value. They are
simply performing as a calculator aiming at
calculating a number to one of the most used
equations in physics or mathematics. Some
applications are offering explanations to various
topics but all lack an interactive guided support in
problem solving. Such applications provide minor
value to the process of critical thinking and problem
solving in general.
In this paper, we discuss the case of building an
interactive mobile application based on an algorithm
that relies on the major steps of problem solving. The
application should serve to guide, help, encourage,
and motivate students. The application should create
a more interactive and exciting environment for
students. This mobile application should foster the
problem solving skill among students and create a
supportive environment for critical thinking. This
application is not a type of calculator or plugin tool to
find a final numerical value; rather it is a guide for
Building an Interactive Mobile Application to Enhance Students’ Problem Solving Skills in Higher Education Physics
551
students to utilize and improve the thinking process
and their strategies to solve challenge problems. It
will encourage students to reflect on their approach
and will provide a help connection with their
instructors. Later, the application will be tested on a
sample of students and based on results; a plan to
upgrade the first version to include more capabilities
could be performed. The application will link
students with their instructor at the major obstacles
students face, allowing for real time interaction. In
addition, the application should be able to save
students interactive history and allow instructor to
browse through and give feedback. This application
will be of important addition to education technology
as it lacks such product.
2 METHODOLOGY AND
FRAMEWORK
The major step in creating this application is to build
an algorithm that can guide and support students in
the process of problem solving. The algorithm does
not provide direct solution to problems that students
want to solve, but rather it provides guidance,
support, and opportunity to reflect on the major sub
steps of the whole process. The algorithm also directs
students for help and support in situations where a
student is stuck or unable to proceed to the next step.
The algorithm is implemented as a mobile application
that gives students a personal guide and support
during the problem solving process. We produce a
simple first version with has direct features that tackle
the major cornerstones of the problem solving
process. The important features of the application are
listed below:
1) An administrator is required to monitor and
control the application use (to be implemented in
higher versions).
2) The application is built based on the major
corner steps of problem solving according to faculty
experience, literature, and students’ feedback.
3) The application creates an interactive and
exciting environment for students. We expect
students become more receptive and even more
willing to learn.
4) It aims at attracting students to use and link the
process of problem solving with their instructor,
allowing for real time interaction. Students can send
questions and request meeting with their instructor.
Group discussion and chatting among students,
enrolled in the same course (to be implemented in
higher versions).
5) The application should provide clear advice
and start with a famous encouraging quote to keep
student enthusiastic and encouraged.
6) The application will link to valuable resources
on the internet, such as dictionaries, youtube, and
other free resources.
7) The application will not solve assigned
problems for students; however, it aims at enhancing
the students’ critical thinking and all related skills.
8) The application will suggest possible hints for
students once stuck at a given step. It may direct
students for additional help from the internet or from
their instructor.
9) The application will guide the students to
reflect at each major step of the problem-solving
process. It will ask students to comment and answer
few directed questions before moving to the next step.
10) The application can save students interactive
history and allow instructor to browse through, thus
instructors can monitor students’ progress.
Instructor’s feedback is also possible (to be
implemented in higher versions).
11) The application should be of a valuable
addition to the current education technology. The
current education market lacks such innovation and
the hope is to succeed in convincing students and
educators to implement the use of such product. The
real success of the project will come from the
apparent help this tool will provide in the learning
process of physics and science in general.
12) The first version will be tested on group of
students and based on results; an upgraded version
incorporating more features can be developed.
The application is to be constructed based on 7 major
parts. The first three parts will be implemented in
later versions; namely, Part I (Create Profile), Part II
(Create/Join Class), and Part III (Create Assignment).
These parts are technical and will handled later. In
fact, these parts could be integrated with the
Blackboard platform already used at UAEU. The
other four important parts are discussed below.
2.1 Comprehension Part
This is the most important part especially for English
as second language students. Students start problem
solving with this part. Student will view first problem
only. They will need later to request viewing next
problems. Students start this part by reading the first
problem carefully and slowly for several times, then
they are asked to highlight/type important words and
other irrelevant words with justification. Next
students will specify any word/phrase they do not
understand and then will be directed to dictionary,
CSEDU 2019 - 11th International Conference on Computer Supported Education
552
internet, textbook, notes, or seek help from other
students. A similar step for any sentence they do not
understand and seeking possible help from instructor.
Students are encouraged to picture the problem in
their head and think of all its details. This part is very
important before they move to the next part, as it aims
to foster language and contextual structure of the
problem. With sufficient practice, students will
acquire the skill to fluently comprehend the language
structure of given problems in their textbooks and
exams. A flowchart of this part is provided below in
Figure 1.
2.2 Analysis Part
This part is also very important before students
actually start solving the problem. Students should
spend enough time to think about each part of the
question and what it requires, Students are asked to
summarize the question in a short sentence and in
their own words. Students are asked to explain the
question to other peers. This part aims at preparing
the student to be confident in understanding the
question. Students should not move to the next part
until they feel confident they understand the question.
Students are reminded that understanding a problem
constitutes a big part of finding a solution. A
flowchart of this part is also provided below in Figure
2.
Figure 1: The comprehension Part.
Figure 2: The Analysis Part.
2.3 Solving Part
In this part students plan their solution and reflect at
each step. This part aim at improving mathematical and
organization skills. Students make a plan for solution
and then follow through. Once stuck, students are
encouraged to rethink about the problem and seek help
from instructor. The application does not solve the
problem but it encourages the students to think about
their solving strategy. Students are reminded that it is
not only the final answer that they are looking for, but
rather the whole learning process. We show below very
few lines of the computer source code written for this
part.
<!-- Place new controls here -->
<Image Source="q1.png" />
<StackLayout Padding="0,20,0,0">
<Label Text="Comprehension Part 1"
HorizontalOptions="Center"
VerticalOptions="Center"
TextColor="Black"
BackgroundColor="LightGray"
Style="{DynamicResource
TitleStyle}"/>
</StackLayout>
<Label Text="Read the first problem
carefully and slowly at least 2 times,
then click NEXT"
LineBreakMode="WordWrap"
2.4 Evaluation Part
This is the last part where students reflect on the pro-
Building an Interactive Mobile Application to Enhance Students’ Problem Solving Skills in Higher Education Physics
553
cess of problem solving. Students are asked to check
their solution for correct dimensions and compare it
with the correct answer, if given. Students are asked to
make sense of their final answer. This part forces
students to think about the validity of the solution and
check their understanding. Students rate the
application at the end of the process. A flowchart of
this part is not shown but is available and has been
implemented in the source code.
This is the end of the proposed algorithm for the
application with specific details on each step. The
source code has been written in JavaScript as Android
application. The source writing has been mainly done
by students coauthoring this project. Currently all parts
of the application have been completed except the first
few technical parts which should be done once
adequate technical support is available. The
application was created with the aim at helping
students during the process of problem solving offering
guidance and support. It provides a companion for
students to rely on in the process of critical thinking
and helping in acquiring problem solving skills. The
application should be tested later on a group of
students; it can be updated based on students’ feedback
and instructors’ feedback too.
3 CONCLUSIONS
This project was initiated as an undergraduate research
project at UAEU. The importance of the application
stems from the observed struggle that students face in
problem solving. We aim at helping and guiding
students through the problem-solving process through
a mobile application, that may trigger interest among
students. Through literature review and based on our
own experience we divided the process of problem
solving into several parts that students need to go
through. A flow chart for each process has been
developed. Next the non-technical parts of the flow
charts have been written in a JavaScript to initially
generate an Android-based mobile application. Since
the project has been developed by undergraduate
students, few technical parts have been postponed till
adequate technical support is available. The
application has been named “Physible” and the first
version is at its final stage. The application should be
available on Google Play Store within one month. We
plan to test the application next fall semester at UAEU
on a group of students in multi-sections introductory
physics course. We plan to use the application on few
sections in the course while other sections will keep
using the same methodology. By analyzing grades of
problem solving part of assessment and through
developed surveys of students and faculty members,
we will test the application and its benefits. We claim
that the application will enhance students grades and
improve attitudes and motivation toward learning
physics, such claim will be tested next fall semester.
Results on using the application will be then presented
and hopefully we can test our claims. Based on testing
the application and feedback from students and
instructors we plan to upgrade the application to
include more capabilities. The Logo of the application
is show below in Figure 3. In addition, we show a
screenshot of one of the application pages, see Figure
4.
Figure 3: Logo of the Application.
Figure 4: A screen shot of one page of the application.
ACKNOWLEDGEMENTS
The authors would like to thank the United Arab
Emirates University for their financial support under
Grant G00002752.
CSEDU 2019 - 11th International Conference on Computer Supported Education
554
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