2009-05-24
Grading On a Curve Sucks
Back in Fall 2006 Thought & Action magazine published an article by Richard W. Francis (Professor Emeritus in Kinesiology, California State Fresno), asserting that grading on a curve is the only way to properly compute grades (titled in a propagandist fashion, "Common Errors in Calculating Final Grades"). Here's my letter to the editor from that time:
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Dear Editor,
Richard W. Francis proposes a system for standardizing class grading (Thought and Action, Fall 2006, "Common Errors in Calculating Final Grades"). The system takes as its priority the relative class ranking of students, even though I've never seen that utilized for any purpose in any class I've been involved with.
Mr. Francis responds to some criticism of his system effectively grading on a curve. His response is that instructors can "use good judgment and the option to draw the cutoff point for each grade level, as they deem appropriate". In other words, after numbers are crunched at the end of the term, the grade awarded is based on a final, subjective decision by the instructor. Moreover, there is no way to tell students clearly at the start of the term what is required of them to achieve an "A", or any other grade, in the course.
The example presented in the article of a problem in test weighting seems unpersuasive. We are presented with a midterm (100 points, student performance drops off by 10 points each), and a final exam (200 points, student performance drops off by 5 points each). It is presented as an "error" that the class ranking matches the midterm results. But since the relative difference in the midterm is so large (10% difference each step) and the final so small (2.5% difference each step; even scaled double-weight that's only 5% per step) this seems to me like a fair end result.
Take student A in the example, who receives an "A" on the midterm and a "C+" on the final (by the most common letter grade system). In the "erroneous" weighting he receives a final grade of "B", while in the standardized system he has the T-score for a "D+". Clearly the former is the more legitimate reflection of his overall performance.
As an aside, I have a close relation who was denied an "A" grade in professional school due to an instructor grading on the curve. He still complains bitterly about the effect of this one grade on his schooling, now 40 years after the fact. Any subjective or curve-based system for awarding student grades at the end of a term damages the public esteem for our profession.
Daniel R. Collins
Adjunct Lecturer
Kingsborough Community College
2009-05-23
Winning Solitaire?
Okay, I admit it: Sometimes I play Microsoft Solitaire (i.e., "Klondike" Solitaire: draw 3, with 3 re-deals, Vegas scoring). Of course, it's the most widely-played computer game of all time. Occasionally I go on these benders and play it quite a bit for a few days.
Most games are lost, but I can usually eke out a win in about 20-30 minutes of playing. However, just today I probably lost 30+ games in a row over maybe 2 hours. Still no win so far today. I have to be careful, because I get in a habit of quickly hitting "deal" instantly after a loss (my "hit", if you will), and after an extended time by hand starts to go numb and I start making terrible mistakes because my eyesight starts getting all wonky. (Is it fun? No, I feel a vague sense of irritation the whole time I'm playing, until I actually win and can finally close the application. Hopefully.)
So this brings up the question: What percentage of games should you be able to win? Obviously I don't know, but my intuition says around ~20% or so maximum. I'm also entertaining the idea of building a robot solver, improving its play, and seeing what fraction of games it can win. Apparently this an outstanding research problem; Professor Yan at MIT wrote that this is in fact “one of the embarrassments of applied mathematics” in 2005.
The other thing is that all of the work done on the problem apparently uses some astoundingly variant definitions for the game. First, the "solvers" that I see are all based on the variant game of "Thoughtful Solitaire", apparently preferred by mathematicians because it gives you full information (i.e., known location of all cards), and are therefore encouraged to spend hours of time considering the next few moves (gads, save me from these frickin' mathematicians like that! Deal with real-world incomplete information, for god's sake!).
Secondly, they use the results from this "Thoughtful Solitaire" (full information, recall; claiming 82% to 91% success rate) simultaneously for the percentage of regular Solitaire games that are "solvable". But this meaning of "solvable" is only a hypothetical solution rate for an all-knowing player; that is, there are many moves during a regular game of Solitaire that lead to dead-ends, that can only be avoided by sheer luck, for the non-omniscient player. If they're careful the researchers correctly call this an "upper bound on the solution rate of regular Solitaire" (and my intuition tells me that it's a very distant bound); if they're really, really sloppy then they use the phrases "odds of winning" and "percent solvable" interchangeably (when they're not remotely the same thing).
So currently we're completely in the dark about what the success rate of the best (non-omniscient) player would be in regular Solitaire. I'll still conjecture that it's got to be under 50%.
Edit: Circa 2012 I wrote a lightweight Solitaire-solving program in Java. Success of course varies greatly by the rule parameters selected: for my preferred draw-3, pass-3 game it wins about 7.6% of the games (based on N = 100,000 games played; margin of error 0.3% at 95% confidence). My own manual play on the MS Windows 7 solitaire wins over 8% (N = 3365), so it seems clear that there's still room for improvement. See code repository on GitHub for full details.
2009-05-15
Expected Values
I've found that probability is enormously alien to a surprising number of students. (Just last week I had students in a basic math class fairly howling at the thought that they might be expected to be familiar with standard dice or a deck of cards). Therefore, I find that I actually have to motivate these discussions with an actual physical game, of the most basic simplicity. If I did cover expected values, here's the rudimentary demonstration I'd use:
The Game: Roll one die.
Player A wins $10 if die rolls {1}.
Player B wins $1 if die rolls {2, 3, 4, 5, 6}
Calculate probabilities (P(A) = 1/6, P(B) = 5/6).
Let a student pick A or B to play, roll die 12 times (say), keep tally of money won on board (use I's & X's). Likely player A wins more money.
Expected Value: The “average” amount you win on each roll.
E = X*P (X = prize if you win; P = probability to win)
Calculate expected values.
Ex.: Poker situation.
If you bet $4K, then you have 20% chance to win $30K. Bet or fold? (A: You should bet. E = $30K * 20% = $6K. If you do this 5 times, pay $20K, expect to win once for $30K, profit $10K)
2009-05-11
Speaker for the Dead
Of course, I loved Ender's Game. This second book is possibly even more emotionally moving in places (and Card seems to have said he considers it to be the more "important" book to him), but there's a number of notable structural flaws that I'm not able to shake off.
First is that it's very much working to set up further sequels; there's a whole number of major plot threads left hanging, and you can start detecting that about halfway through the book (furthermore, I see now that both this and Ender's Game were revised from their original format, so as to set up sequels, which takes away from the narrative thrust at the end of each). Second is that there's a central core mystery that the whole book is set up around, and in places people have to be unrealistically tight-lipped to their closest friends so as to prolong the mystery (I got really super-sick of this move from watching Lost). Third is that the central theme seems like a rehash of Ender's Game (you can very much feel Card wrestling with the rationale to the plot of Ender's Game; you can almost hear him musing "why would an alien race feel like killing is socially acceptable or necessary, anyway?", a central premise of the first book, and then constructing this second book so as to have an actual satisfying reason). There's also some obvious clues that the aliens should have been able to pick up when they kill humans (namely the visually obvious results of the "planting", as witnessed at the end of the book), that would have told them it's a good idea to stop doing such a thing, but apparently they miss them entirely.
But fourth is something that bothers me about lots of science fiction. Although the story spans many years, by way of relativistic time travel (over 3 thousand years, actually), technology never changes during that time. Ender can set off on a 22-year space flight, and when he lands, apparently all the exact same technology is in use for communications, video, computer keyboards, record-keeping, spaceflight landing, government, publishing literature, etc.
In fact, I've never seen any science-fiction literature that manages to deal with Moore's Law (the observation that computing power doubles every 2 years or so). It would be one thing if they conjectured that "Moore's Law ended on date such-and-such because of so-and-so...", but it's always a logical gap that's completely overlooked. Ender is honored to be given an apartment with a holoscreen with "4 times" the resolution of normal screens... but I'm thinking, in 22 years time, the resolution of every screen should be 1,000 times the ones he left behind on his space-flight. At that rate, I wouldn't bother walking into the next room for one with only "4 times" the resolution.
Maybe that's a subject that is simply impossible to treat properly in a work of centuries of science fiction, but the repeated logical gap (in the face of our own monthly dealings with new technologies) is something that's bothering me more and more. Maybe the Singularity will come and solve this problem for us once and for all.
2009-04-21
Forecast: Hazy on Probability
If, for example, a forecast calls for a 20 percent chance of rain, many people think it means that it will rain over 20 percent of the area covered by the forecast. Others think it will rain for 20 percent of the time, said Susan Joslyn, a cognitive psychologist at the University of Washington who conducted the study.
Of course, how the article should really be titled is simply "Probability is Misunderstood by Many". I see the same -- dare I say stunning -- difficulty that enormous numbers of college students have in interpreting the most basic probability statements. Unfortunately, in the classes that I teach probability is never more than a quick two-week building-block on the way to something else (either in a survey class, fundamentals of inferential statistics, etc.). Part of me wishes we could give a whole semester course in probability (and basic game theory?) to everyone, but I know there's no room for that in the basic curriculum.
Having seen the difficulty, I've tried to emphasize the interpretation process more in later semesters, and tend to run into more and more resistance against it. Even students who are in the habit of happily crunching on formulas and churning out numerical solutions can be vaguely frustrated and unhappy at being asked what the numbers mean.
This is one where I find it really hard to empathize with the students on the issue (that being rare for me), and I almost can't begin to imagine where I need to start if I get an incredulous response as to how I knew that 75% was "a good bet" if I mention that in passing. Perhaps just growing up in an environment where I was personally steeped in games as recreation every day for decades (chess, craps, Monopoly, Risk, poker, D&D -- see here for more) marinated the fundamental idea of probability into my brain in a way that can't be shared in a class lecture.
Anyway, some people have suggested that statistics needs to be taught to everyone functioning in a modern society. Even more fundamental (after all, it's foundational to statistics) would be getting the majority of people to have a sense for probability in their gut, because most people currently do not. I'd hypothesize that psychological experiments like those at U. Washington have promise of cornering the precise way that our brains are fundamentally irrational -- that math so simple could be so bewildering in practice, suggests a deep limitation (or variant prioritization) in our cognitive abilities.
2009-04-20
Blogging as Software Development
I'm finding that with the advent of electronic publishing/easy blogging, I'm doing the same thing with my writing. I frequently post something and then go back -- hours or days or weeks later -- re-read it, and make minor (but occasionally numerous) changes to the grammar, sentence structure, and so forth. Sometimes I add in a new anecdote, analogy, or quote that I've come up with in the meantime.
Now, once upon a time we all had to do this the other way around. When publishing was entirely by print -- fixed and labor-intensive -- then ideally you'd write, draft, revise, edit, etc., prior to the final "official" version being published and observed by any readers. (Back when I was a high-school student working on an actual typewriter, I would personally skip the draft/revise process, but I'd take a long time mentally picturing each paragraph and sentence before I put it on the page. Excepting that time I was writing a paper in the morning, last minute, with my grandfather sitting on the stairs waiting to drive me to school.) The point being, what would our older teachers think if we told them that we could entirely reverse the process -- publish our rough draft first, and then instantly add any revisions we wanted, while people were reading and responding to what we had written?
I'm finding that it's a lot healthier for me, now that blogging software is widely available, to reverse the process in exactly this way. I get my stuff out in the world and get some kind of feedback almost immediately. I can get in the flow of the writing/thinking process without getting interrupted too much by the need to stop and pull out a dictionary or a thesaurus. I can put the draft out there and only come back to it if I truly have a really good idea to add or modify what I've written later on. It feels almost like publishing was just waiting to be done this way for the entire history of writing.
2009-04-09
On Classroom "Contracts"
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In the Fall 2008 Thought & Action magazine, professor P.M. Forni had an article called "The Civil Classroom in the Age of the Net". Within that article, he recommends a commonly-seen tactic referred to as a "contract" or "covenant" with the students in the class. Professor Forni writes (p. 21):
Read the covenant to your students on the first day of classes and ask them whether they are willing to abide by it. You can certainly make it part of the syllabus, but if you prefer a more memorable option, bring copies on separate sheets. Then, after the students' approval, you will staple the sheets to the syllabi just before distributing them to your class. Either way, it is of utmost importance that you do not change the original stipulations during the course of the term.
Personally, I think this is one of the more corrosive practices that I've seen widely used in colleges these days.
First of all, the practice is morally ambiguous in that it demands agreement to something being called a "contract" without an opportunity for fair negotiation on both sides. If a student actually does not agree to the presented covenant, what then? In truth, the point of negotiation is when the student formally registers for the class. When instructors bully a classroom of students into a signing statement on the first day of class, we're giving a terrible lesson into the gravity and consideration they should take before signing their name to any document.
Secondly, there is a message usually delivered along with these "contracts" along the lines of, "the covenant is an ironclad agreement that can never be broken". That is again a misrepresentation of how contracts are actually used in the business world. Contracts attempt to establish principles of intent, but they are routinely re-negotiated and amended all the time. When a disagreement erupts between parties, the existing contract may be used as a starting point for discussions, but if agreement cannot be reached, then arbitration or a court case may result. If this were not so, then the entire field of contract law would not exist.
Thirdly, the common usage of these so-called "covenants" causes some students in classes where this is not used (such as the classes that I teach) to believe that without a signed contract, they have no behavioral or performance requirements whatsoever. Obviously this is not the case (again, it's really the moment of course registration in which they agree to abide by the professor's classroom policies), but I have seen it argued by students confused by the practice.
The classroom "contract" or "covenant" of behavior is a confusing, frankly deceptive practice, and it should be avoided by conscientious instructors.
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