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Bryan, J. (2006). Technology for physics instruction. Contemporary Issues in Technology and Teacher Education [Online serial], 6(2). Available: http://www.citejournal.org/vol6/iss2/science/article2.cfm
Technology for Physics Instruction
Joel Bryan
Texas A&M University
Abstract
Although technological innovations have the capability to significantly
change how scientific investigations are done and greatly enhance the teaching
and learning of science, its use is no more effective than any other resource
or innovation when researched-based effective teaching practices are not followed.
This paper reviews established guidelines for the effective use of technology
in science and mathematics education, and presents several examples of technology
products available for physics instruction and research related to their effectiveness.
The 1990 National Science Teachers Association (NSTA) publication
of Science Teachers Speak Out: The NSTA Lead Paper on Science and Technology
Education for the 21st Century called for educators to develop and implement
science curricula that integrate appropriate technology and make science learning
more efficient and effective through computers. In addition, the NSTA (1999)
has further contended that “computers should have a major role in the
teaching and learning of science” (Rationale, ¶ 1).
Standards have been proposed by leading national science education organizations
for the integration of technology into science classrooms and for the preparation
of science teachers (Flick & Bell, 2000), which include the following:
- Technology should be introduced in the context of science content.
- Technology should address worthwhile science with appropriate pedagogy.
- Technology instruction in science should take advantage of the unique features
of technology.
- Technology should make scientific views more accessible.
- Technology instruction should develop understanding of the relationship
between technology and science. (p. 40)
Similar standards were proposed for the preparation of mathematics teachers
(Garofalo, Drier, Harper, Timmerman, & Shockey, 2000):
- Introduce technology in context.
- Address worthwhile mathematics with appropriate technology.
- Take advantage of technology.
- Connect mathematics topics.
- Incorporate multiple representations. (p. 66)
These guidelines are not only appropriate for the use of technology in the
preparation of science and mathematics teachers, they are also relevant to
the use of technology in all science and mathematics disciplines. A general “rule
of thumb” is that technology should be used in the teaching and learning
of science and mathematics when it allows one to perform investigations that
either would not be possible or would not be as effective without its use.
Although several technologies meeting these criteria for instructional use
are available for physics instruction, some educators are still “struggling
with whether technology refers only to calculators and computers or to a much
wider range of potential instructional aids” (Lederman & Niess, 2000,
p. 345).
Technology Examples
According to Mottmann (1999), two of the more important reasons for introducing
technology and other instructional innovations into physics education are “1)
to improve students’ physics ability, and 2) to improve students’
negative reactions toward physics” (p. 75). Rios and Madhavan (2000) identified
four classifications of technologies that are appropriate for physics instruction
and provided brief descriptions of a few examples. The classifications were
(a) computer interfacing equipment to collect and process data, (b) experimental
or theoretical modeling, (c) computer simulations requiring graphics, and (d)
research/reference/presentation programs for gathering, reporting, and/or displaying
information. The following is an updated and expanded description and discussion
of several forms of technology fitting into each of these categories that physics
educators should find to be most successful in facilitating improved understandings
of physics concepts. Also included is selected research related to the use of
each.
Computer Interfacing Equipment to Collect and Process Data


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Figures 1a & 1b. Calculator-Based Ranger (CBR)
screen shots.
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Some of the more common interfacing devices are probes that plug into graphing
calculators or computers. According to the NSTA (1999), “Microcomputer
Based Laboratory Devices (MBL's) should be used to permit students to collect
and analyze data as scientists do, and perform observations over long periods
of time enabling experiments that otherwise would be impractical” (Declarations,
¶ 3). Available probes commonly used in physics activities include timers,
force scales, “sonic rangers,” thermometers, light and sound meters,
and probes serving as electrical multimeters. Students can quickly and efficiently
gather data from the probes and then display it graphically and/or enter it
into a spreadsheet program for further manipulation. The “major advantage
of using interfacing equipment is the time saved when students no longer have
to perform repetitive observations in which they learn no new skills”
(Rios & Madhavan, 2000, p. 94). The use of this type of technology allows
students to have more time to perform repeated data collection trials and for
conceptual analysis of the experimental data.
The most widely used probes include products available from scientific supply
vendors such as PASCO, Vernier, and Texas Instruments. Figure 1 shows sample
results of one-dimensional motion displayed on the TI 83+ graphing calculator
screen that were obtained using a Texas Instruments Calculator-Based Ranger
(CBR). Cost, functionality, and compatibility comparisons of several of these
products are available from Rios and Madvavan (2000), although their descriptions
may now be dated.
Research indicates that the use of sensors/probes is effective, particularly
in the area of graphical interpretation. “Brasell (1987) and Thorton
and Sokoloff (1990) found that students using real-time graphs with MBL significantly
improved their kinematics graphing skills and their understanding of the qualitative
aspects of motion they observed, compared to students using delay-time graphs” (Escalada & Zollman,
1997, p. 469). An early study by Beichner (1990) found that students taught
with MBLs achieved more success than did students taught by simulations and
demonstrations, although significant improvements in computer simulations since
the study may lead to different results today. Although Brungardt and Zollman
(1995) found no significant differences between learning with real-time and
delay-time analysis, they did notice that students using MBLs appeared to be
more motivated and demonstrated more discussion in their groups.
Experimental or Theoretical Modeling
Exercises in modeling offer students “an idea of how a real physicist
works in determining equations that fit the study being made” (Rios & Madhavan,
2000, p. 95). Although mathematical models are probably the most common type
of model used in physics, models can also be concrete physical representations,
verbal analogies, static or dynamic visual representations, and combinations
of each of these.
Because most physics concepts and interactions can be easily modeled with
mathematical relationships, computer generated models of these relationships
are found in virtually all areas of physics. An electrical modeling program “in
which students explicitly construct, evaluate, revise, and improve their model
of electricity” (Steinberg & Wainwright, 1993, p. 357) has shown
both achievement gains and increased confidence as a result of the program.
The study also found that confidence levels of female students had the most
significant increase as a result of this program.
Some computer models seek to greatly simplify the situation being modeled (conceptual
models), while others seek to represent the situation being modeled as realistically
as possible (phenomenological models). Figure 2 displays a screen shot
of a dynamic Web-based conceptual model for charging an electroscope that is
linked to the Ross Sheppard Physics Web site, http://www.shep.net/resources/curricular/physics/P30/Unit2/electroscope.html.
This use of “plus” (+) and “minus” (-) signs to represent
charged objects and/or charged regions of an object is common when attempting
to have students develop an understanding of electrostatics.
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Figure 2. Conceptual model of electroscope charging. |
Otero, Johnson, and Goldberg (1999) advocated the use of both phenomenological
and conceptual models in carefully designed learning sequences. Although there
may be many forms of models, “the purpose for which any model is originally
produced in science is as a simplification of the phenomenon to be used in enquiries
to develop explanations of it” (Gilbert, Boulter, & Elmer 2000, p.
11). Among items that Graham and Rowlands (1998) listed as “primary advantages
of using computer software in the development of mental models” (p. 483)
are considerations related to the detail of information provided, time management,
reproducibility of experimentation, ability to vary experimental parameters,
and analysis capabilities. The ability to model dynamic events with dynamic
models is also an important capability of computer generated models.
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Figure 3. NetLogo screen shot. |
Although most computer simulations,especially those found on the Web, offer
no student manipulation of the assumptions behind the models, some software
programs allow students to build their own models and program in a variety of
assumptions. One such program, NetLogo, allows users to program complex dynamic
models of systems interactions with virtually no limit to the number and type
of assumptions to guide the model (Figure 3).
Another popular modeling program is STELLA. Like NetLogo, STELLA allows the
user to construct dynamic models of systems interactions. Each of these is an
excellent program for modeling cause-and-effect relationships and interactions
and can be effectively used for some physics applications. However, they may
not be considered the best choice available for modeling introductory level
physics phenomena, due to the complexity of the programming required.
In contrast, Interactive Physics (Figure 4) is a commercially available program
designed especially for physics modeling that is being increasingly used across
the United States in introductory high school and university physics courses.
A modeling program such as Interactive Physics “is an environment in which
almost any physical situation can be recreated and monitored” (Graham
& Rowlands, 2000, p. 486) and can “provide excellent visual images
in conjunction with numerical, graphical or vector representations of different
quantities” (p. 489). This program has been used in modeling forces associated
with both static and dynamic situations and has been shown to attain “excellent
agreement between the real and simulated systems” (Hasson & Bug, 1995,
p. 235). Many other modeling programs currently exist, and one can assume that
more will continue to be developed with increasing sophistication and ease of
use.
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Figure 4. Interactive Physics |
One type of technological innovation that could be considered a “hybrid”
between computer interfacing/data collection equipment and modeling software
would be digital video analysis programs (Bryan, 2005). The video camera is
used to “collect” position and time data, which can then be used
to mathematically and graphically model anything related to the position and/or
motion of the object. By using digital video’s frame advance features
and “marking” the position of a moving object in each frame, students
are able to determine more precisely the position of an object at much smaller
time increments than would be possible with common timing devices such as photo
gates, stopwatches, or mechanical “dot timers.” Once the student
collects data consisting of positions and times, these values may be manipulated
for determinations of velocity and acceleration, and if mass is known, other
values such as kinetic and potential energies, force, momentum, etc. Students
may then graphically display their collected and calculated data and insert
these graphs and information into other documents.
Several relatively inexpensive commercially available video analysis programs
such as VideoPoint, Physics ToolKit (formerly known as World-in-Motion), and
Measurement-in-Motion are currently gaining widespread use in physics instructional
settings. Vernier has also added video analysis capabilities in the latest version
of their LoggerPro software. Other programs are also becoming available for
no cost (e.g., DataPoint and Tracker). These programs serve as an effective
means to both collect, analyze, and report data and make possible the analysis
of some situations that would not otherwise be possible. For example, an analysis
of the kinetic and potential energies associated with a bouncing ball make it
possible to examine the energy conservation as the ball rises and falls after
each bounce and also examine the loss of total mechanical energy during each
bounce (Bryan, 2004). Video of an object revolving around an external point
allows the user to readily examine both rotational and linear motion.
Six important advantages of video analysis over MBL probes and sensors are
that a) video analysis allows study of two-dimensional motion, like a revolving
object or projectiles, b) video analysis has no distance limitations, c) more
than one object can be analyzed in a video, leading to detailed comparisons
of objects that are in the same system, d) video analysis can be performed
without all of the cumbersome wires and sensors, e) most video analysis programs
enable the user to examine multiple representations of the phenomena (note
the detailed graphical, tabular, mathematical, and pictorial motion representations
displayed “side by side” in the same full screen computer window
(Figure 5) in contrast to the single small sketchy displays generated using
the “sonic ranger” in Figure 1, and f) anything
captured on film – past, present, or future – may be analyzed.
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Figure 5. Screen shot of data collected using VideoPoint2.5.
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While most simulations and other technologies take away the possibility for
“experimental error,” students may incorporate error into video
analysis via the “marking” process. Collected data can only be as
accurate as students are in marking the exact same location on the moving object(s)
in each frame. Although each frame is precisely timed by the digital recording,
the exact position of the object at those times is dependent upon the marking
skill of the student. The quality of the video is also a factor in marking errors.
The faster the object is moving, the less distinctly it may appear in each frame.
While this does not usually lead to as much error as is normally found in other
timing and position measuring techniques, the introduction of error does make
this form of analysis more realistic as a scientific process than do many simulations.
Digital video analysis represents one of the most recent and powerful technological
innovations and has yet to be the subject of detailed research on its effectiveness
as an instructional technique. Although the research on this form of technology
is presently limited, a few studies related to video use have been conducted.
Interactive digital video has been found to have a positive effect on students’ feelings
of comfort in using computers (Escalada & Zollman, 1997). Another study
found that the use of videotapes to introduce physics laboratory experiments
had positive effects on student attitudes, but no effect on student achievement
(Lewis, 1995). This study, however, was conducted before recent innovations
in video analysis have made possible easier and more detailed analysis processes.
Other studies related to the use of probes/sensors and spreadsheet manipulation
of data may also be applicable to video analysis. Once the video is marked,
students have capabilities of viewing the video in real-time and watching the
graphs respond in real-time to the motion of the object, leading to many of
the same benefits that real-time MBL analyses provide. The further benefit of
being able to analyze situations in ways that would not otherwise be possible
also makes this technology an essential addition to any physics learning environment.
Computer Simulations Requiring Graphics
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Figure 6. Air Track computer simulation.
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One increasingly abundant form of technology available for students studying
physics is the use of ready-made conceptual and phenomenological computer simulations
and/or models of physical events. The NSTA (1999) recommended that to be effective,
“simulation software should provide opportunities to explore concepts
and models which are not readily accessible in the laboratory” (Declarations,
¶ 2). When cost, safety, time, or other issues are prohibiting factors,
simulations can also “make it possible to explore physical situations
where conducting the real experiment is impractical or impossible” (Steinberg,
2000, p. s37). These simulations may include various levels of interactivity,
but most often involve dynamic motion that models the real event. Computer simulations
are being used to “establish a cognitive framework or structure to accommodate
further learning in a related subject area” and to “provide an opportunity
for reinforcing, integrating and extending previously learned material”
(Brant, Hooper, & Sugrue, 1991, p. 469).
An example of a computer simulation that can be used by students to quickly
manipulate variables and gather data with greater detail and ease than would
be possible using only physical equipment is the Web-based air track simulation
accessed through the mechanics link at http://host.explorelearning.com/ESClassic/interact.htm (Figure
6). Initial conditions such as mass, velocity, and degree of elasticity may
be specified. After the collision, final velocities and momenta are displayed.
Like all computer simulations, this simulated air track has limitations. The
masses of the colliding objects may be specified only in the range of 0.2 to
3.0 kg, making it impossible to simulate a collision between two objects of
greatly differing masses. The initial speed of each object may be at most 10
m/s, making it impossible to simulate collisions among objects with greatly
differing speeds. The display of momenta values is a useful feature of this
simulation, but there is no similar display of kinetic energies, making it difficult
for students to readily examine changes in kinetic energies as the elasticity
of the collision is manipulated.
An abundant resource of computer simulations available to physics teachers
and currently used throughout the world is Physlets® developed by Wolfgang
Christian and Davidson College (Figure 7).
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Figure 7. Physlets® example.
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These simple Java applets may be downloaded and used for nonprofit educational
purposes without requesting permission from Davidson College. Applets have
been developed covering virtually all areas of physics concepts, including
motion in one and two dimensions, forces, thermodynamics (Cox, Belloni, Dancy, & Christian,
2003), waves, sound, optics (Dancy, Christian, & Belloni, 2002), electricity,
magnetism, relativity (Belloni, Christian, & Dancy, 2004), and quantum
mechanics (Belloni & Christian, 2003).
The use of computer simulations has the potential for enormous benefits to
student understanding of physics concepts. “Some scholars assert that
simulations and computer-based models are the most powerful resources for the
advancement and application of mathematics and science since the origins of
mathematical modeling during the Renaissance” (Bransford, Brown, &
Cocking, 2000, p. 215). Despite this potential, research into its instructional
effectiveness has yielded inconsistent results. For example, although simulations
have been shown to increase student understanding in areas of kinematics (Grayson
& McDermott, 1996; Hewson, 1985) and optics (Goldberg, 1997), an early study
by Cherryholmes (1966) reviewed “six studies and concluded that, except
for heightened interest, no substantial evidence could be found to support claims
that simulations produce greater cognitive gains and affective changes than
other methods of instruction” (Brant et al., 1991, p. 469).
It is likely that the increased sophistication and realism of simulations available
today may lead to different results if similarly conducted studies were performed
again. In fact, a recently developed collection of computer simulations freely
available from the World Wide Web is Physics Education Technology, or PhET (Perkins
et al., 2006; Wieman & Perkins, 2005), has been the subject of more recent
research. This research on the effectiveness of these computer simulations found
that “students who used computer simulations in lieu of real equipment
performed better on conceptual questions related to simple circuits, and developed
a greater facility at manipulating real components” (Finkelstein et al.,
2005).
The ineffectiveness of a computer simulation may not be the result of a poorly
designed simulation. Brant et al. (1991) attributed the ineffectiveness of computer
simulations to inappropriate instructional roles for which simulations are used.
One problem is that “the use of computer simulations in classrooms is
often reduced to step-by-step cookbook approaches, prescribed by teachers for
students to follow” (Windschitl & Andre, 1998, p. 148). Used as such,
a computer simulation shows no more promise for facilitating conceptual understanding
than any other teacher directed activity. Brant et al. (1991) also found that
“the effectiveness of the simulation is dependent upon the sequence of
presentation of learning activities to students” (p. 477) and that the
“optimal placement of the simulation in the instructional sequence seems
to depend on the complexity of the subject matter and the purpose of instruction”
(p. 479). Steinberg (2000) also contended that “the impact of using a
simulation depends on the details of the program and the way in which it is
implemented” (p. s37). As with any tool, its proper use in the right situations
for the right purposes determines its value.
Even when simulations are used properly, a caution remains that although “simulations
are extremely useful pedagogical tools, they are not experiments, and are thus
of only limited utility as substitutes for actual laboratories” (McKinney,
1997, p. 591). One danger with using computer simulations is that “students
will see no need to take responsibility for their own understanding, to verify,
or to challenge” and “can result in students learning science passively”
(Steinberg, 2000, p. s39). Other concerns voiced by Chinn and Malhotra (2002)
are that because computer simulations are programmed in advance with causal
variables, the “messiness of the natural world is artificially cleaned
up” (p. 208) and “students may not learn to control variables in
situations where they are not presented with a priori lists of variables”
(p. 209).
It is important when using a simulation that the instructor helps students
realize and critically evaluate the assumptions upon which the simulation program
is written. Boulter and Buckley (2000) echoed these sentiments with their claim
that students “often confuse the simplified, incomplete, and decontextualized
models presented with the phenomena themselves” and fail to “understand
the nature of the relationship between phenomena and their representations in
models” (p. 42). Some students may actually believe that positive and
negative signs actually exist in atoms and move around in an object. Students
are not always aware that simulations may be programmed to do anything imaginable,
even if it is not phenomenally accurate.
Research/Reference/Presentation Programs for Gathering, Reporting,
and Displaying Information
Although computers may be used for many purposes, “the most prevalent
use of computers in schools is for word processing” (Rios & Madhavan,
2000, p. 96). Programs such as the widely used Microsoft Word make it easy for
data and information obtained from other sources to be pasted into a research
document. Other research/reference/presentation programs used for reporting
and/or displaying information include slideshow programs such as Microsoft PowerPoint,
spreadsheet programs such as Microsoft Excel, and Web page programs such as
Microsoft Front Page.
In studying student perceptions of slideshow presentations in large group instruction,
Cassady (1998) determined that computer-aided presentations were superior to
traditional lecture instruction in the following areas: “1) ability to
hold the attention of the class, 2) interesting nature of material, 3) organization
of material, 4) instructor preparedness, 5) ease in following the presentation,
6) clarity of information, and 7) flow of the information in the presentation”
(p. 185). This study, however, attempted no measure of student achievement and
cautioned that possibly the “inflated ratings of the computer-aided presentations
arose due to novelty” (p. 186). The organizational qualities and ability
to seamlessly integrate other forms of instructional methods (e.g., simulations,
video clips, pictures, and graphics) make this a most valuable asset for large
group presentations. Several presentations of physics topics may be found on
the web site for the Center for Math and Science Education at Texas A &
M University: http://www.science.tamu.edu/CMSE/powerpoint/index.asp.
Spreadsheets are currently used in physics instruction in a number of ways.
According to the NSTA (1999) position statement, “Databases and spreadsheets
should be used to facilitate the analysis of data via their organizational and
visual representation capabilities” (Declarations, ¶ 4).
The most common use is for simple display of data in graphical form. In addition
to displaying data, spreadsheets have the capability of providing a “best
fit” equation for the plotted points. A sampling of other more sophisticated
uses of spreadsheets include programming for simulations in electrical circuit
analysis (Kellogg, 1993; Silva, 1994), planetary orbits (Bridges, 1995), double
slit interference (Field, 1995), and the Compton effect (Kinderman, 1992).
The World Wide Web is also an abundant source of information when investigating
physics concepts. Many Web sites now contain physics tutorials with varying
degrees of interactivity. In addition to its “round the clock” availability
at no charge to the user, another advantage of this form of technology is that
students with Internet access may work through these tutorials at their own
pace outside of school as often as they like. These tutorials often include
both text and simulations and may even include diagnostic self-assessment tools.
Popular tutorial sites include the University of Colorado’s Physics 2000,
The Physics Classroom, Fear of Physics, ThinkQuest’s Visual Physics, and
for a small registration fee, Paul Hewitt’s Physics Place.
Successful Implementation of Technology
The mere presence of technology does not guarantee student learning, nor does
the implementation of innovative practices (Coleman, Holcomb, & Rigden,
1998). In fact, according to Mottmann’s (1999, p. 76) review of literature,
“there are no measurable differences in the physics knowledge gained when
comparing reform and traditional methods of teaching.” Such claims are
probably more an indication of the manner in which the technology or innovative
practices were implemented than an indictment on the quality or usefulness of
the product. Student learning will be maximized only when the instructional
practices “are designed according to different educational and psychological
theories and principles” (Schacter & Fagano, 1999, p. 339) in relation
to individual students’ needs and abilities. Additionally, the effectiveness
of computer technology depends not only on the way in which the computer and
software are used, but also on the interactions of the students as they use
the technology (Otero et al., 1999).
Regardless of the type of technology used,
the process of learning in the classroom can become significantly richer
as students have access to new and different types of information, can manipulate
it on the computer through graphic displays or controlled experiments in ways
never before possible, and can communicate their results and conclusions in
a variety of media to their teacher, students in the next classroom, or students
around the world. (United States Department of Education, 1996, Benefits of
technology use, ¶5)
One of the best ways to facilitate learning when using technology or other
innovations is to construct the learning environment in accordance with the
Bransford model of How People Learn (Bransford et al. 2000). According
to this model, effective learning environments must be simultaneously “learner-centered”
(p. 23), “knowledge-centered” (p. 24), “assessment-centered”
(p. 24), and “community-centered” (p. 25). Using this model, developers
of effective learning environments must take into consideration the unique characteristics
of the individual learners and the processes through which they learn best,
must conduct formative assessments, and must establish support for a community
of learners. The research related to student achievement in technology-rich
environments serves as support for each of these effective learning environment
characteristics. Effectiveness of technology implementation is, therefore, dependent
upon the same features that make any instructional practice effective.
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Technology Resources
DataPoint - http://www.stchas.edu/faculty/gcarlson/physics/datapoint.htm
Fear of Physics - http://www.fearofphysics.com/
Interactive Physics - http://www.interactivephysics.com/
LoggerPro - http://www.vernier.com/soft/lp.html
Measurement-in-Motion - http://www.learn.motion.com/products/measurement/index.html
NetLogo - http://ccl.northwestern.edu/netlogo/
Physics 2000 - http://www.colorado.edu/physics/2000/index.pl
Physics Education Technology - http://www.colorado.edu/physics/phet/web-pages/index.html
Physics Place - http://occawlonline.pearsoned.com/sms_files/physicsplace/login.
html
Physics ToolKit (formerly known
as World-in-Motion) - http://www.physicstoolkit.com/
PowerPoint Physics - http://www.science.tamu.edu/CMSE/powerpoint/index.asp.
Physlets® - http://webphysics.davidson.edu/Applets/Applets.html
STELLA - http://www.iseesystems.com/softwares/Education/StellaSoftware.aspx
The Physics Classroom - http://www.physicsclassroom.com/
Tracker - http://www.cabrillo.edu/~dbrown/tracker/index.html
VideoPoint - http://www.lsw.com/videopoint/
Visual Physics - http://library.thinkquest.org/10170/main.htm
Author Info
Joel Bryan
Texas A&M University
jabryan@tamu.edu
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