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"Freshmen
Course Is More than Just Hot Air"
Johan Varekamp
Professor of Earth and Environmental Sciences |
by Jolee West
Professor Johan Varekamp’s new
First Year Initiative course on CO2 (EE&S
132) takes students on an exploration of
atmospheric chemistry, examining the science, as
well as the social and political aspects of
Global Climate Change. The FYI pedagogical
model, which emphasizes small class size and a
seminar-style interaction focused on writing,
research, analysis, discussion, and critical
thinking, is a perfect fit for the course.
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"We were
on a mission trying to collect
data and make sense of it."
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Varekamp had the freshmen students
performing experiments and observations,
collecting data, and interpreting them using
Excel and various computer models of
environmental carbon cycling. Even though
the course is math and science intensive,
Varekamp designed the format to allow
students to find their own comfort-level by
choosing to be in one of four focus groups—greenhouse
experiments with plants, computer models of
carbon cycles, CO 2 gas measurements, and a
group that looked at social factors like
trends in energy consumption and the
feedback of climate change on humans.
Mixing hard science with the
social and political implications of a topic is,
as Varekamp noted, "a very Wesleyan
thing." Later in the semester, the class
evaluated the computer game SimEarthä against
its own experimental results, checking to see
where the program accurately reflects current
scientific knowledge and where it stretches
reality. Rather than having the computing
activities set apart from the rest of the
course, as can happen when a class has to move
to a computer lab for certain days out of the
semester, Varekamp used the new ITS AppleCart,
dovetailing the computing with the rest of the
lecture,
Describing the first semester of
the CO2 class as "exploration" is
especially apt--Varekamp himself was new to the
topic "[This] was really a brand new field
for me, actually doing atmospheric chemistry,
doing the actual measurements, and we indeed
stumbled hand in hand through and discovered the
primary literature and figured out that what we
were seeing…It’s quite exciting.".
The class, 18 freshmen, one
teaching apprentice, and Varekamp, performed all
sorts of CO2-oriented observations, such as
measuring the gas levels from with a detector
stuck outside a van while driving on Connecticut
highways and byways. They also measured CO2
levels around the Science Tower from detectors
stuck outside the building on the 4th floor and
from the roof. What they discovered was that
their initial assumptions about local CO2 source
variability were wrong. For instance, the
greatest pulsations in the CO2 levels around the
Science Tower were attributable to daily changes
in air and ground temperature, and not, as they
originally expected, to usage of automobiles by
Wesleyan faculty and staff.
Other activities the class were
involved with include measuring CO2 usage by
plants in a tabletop greenhouse (by the green
house-plants group), creating from scratch a
carbon cycling model in BASIC that simulates the
earth’s atmosphere from 1850 to the present,
and 50 years in the future for different
scenarios of fossil fuel burning and energy use
(the modeling group). As Varekamp explains,
"that’s the spirit of the whole class—that
we were on a mission trying to collect data and
make sense of it."
After students had worked on the
carbon-cycling models and laid down a basic
understanding of how climates work, Varekamp
introduced the program SimEarthä , which the
students ran right in their classroom on
Macintosh iBooks from the new ITS AppleCart.
SimEarthä is a game where the player sets up
initial conditions on a newly formed planet, and
then the program runs simulated eons of time.
Climates develop, primitive then advanced life
develops, and the planet either crashes
ecologically, or persists. The key is to get the
initial conditions right, and produce
environmentally friendly agricultural,
technological, and environmental policies once
intelligent life "evolves." Working in
groups of two or three, the students worked
through various scenarios with SimEarth, then
the class explored the empirical realism and
imperfections in the SimEarth model--where it
was accurate, based on their own models of
carbon cycling, and where it was not.
Games and simulation program,
such as SimEarth , are coming to the forefront
of education, and one can easily find an array
of educational games on the Internet, commercial
and shareware, representing disciplines like
engineering, physics, medicine, biology,
economics, political science and public policy,
psychology, and mathematics. In addition to
highlighting specific disciplinary concepts,
simulation and games help students understand
theory, model building and testing, and the
overall nature of complex systems. Running
through the simulations in class, using the
iBooks, was particularly useful for the class.
The students worked in groups of two or three,
and were able to examine the other groups’
simulations right there during regular class
time, getting more out of the exercise than had
they done it on their own in one of the Academic
Computing Labs. In Varekamp’s view, the iBooks
really helped expand the in-class learning
experience.
Varekamp stresses that hard-core
science classes can tend to be boring if the
teaching simply stresses content in a
"this-is-the-way-it-is" manner. But
having students collect their own data and
"figure it out," and then explore the
complexity of their findings using computer
simulations makes learning much more exciting,
despite the fact that students may have to deal
with a fair amount of math, physics, and
chemistry. Mixing the FYI course format (small
class size and a seminar style discussions) with
hands-on, practical experiments and exercises
helped "take away all the fear of hard math
and physics," says Varekamp, "and it
seems a little bit like a game!"
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