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“Beanbag” biology: feelings count!

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Presentation on theme: "“Beanbag” biology: feelings count!"— Presentation transcript:

1 “Beanbag” biology: feelings count!
Holly Gaff Old Dominion University Biological Sciences

2 Who am I? My background: B.S. in Math and Environmental Science
PhD in Mathematics with an emphasis in mathematical ecology Taught Mathematics for Life Sciences Participated in math biology undergraduate curriculum development programs for 15 years

3 Where am I now? Old Dominion University Norfolk, Virginia
Tenured faculty in Biological Sciences PI for many tick and tick-borne disease projects including long-term field study

4 Why do we need math to study biology?
Allows study beyond what is ethically or biologically feasible Development process helps to formulate quantitative understanding of disease dynamics Helps identify data gaps Provides insights into key elements influencing disease spread leading to control options

5 My chosen areas of integration
Ecology Environmental Science Epidemiology Public Health

6 Learning Styles How do you learn?

7 Teaching Styles How is math taught? How is biology taught?
What are major differences?

8 Tactile learning After learning to count, when is the last time you used a physical tool to learn a mathematical concept?

9 Bringing math into biology
To make math more accessible acceptable comfortable Use hands-on lab techniques to teach quantitative concepts!

10 This workshop Mark-recapture Disease spread
Predator-prey relationships Founder Effect Evolutionary strategies

11 Mark-Recapture Goal is to get an estimate of total population
Trap animals, mark and release Repeat trapping and count captures of marked individuals Important to know if closed or open population

12 Closed populations No individuals enter or leave the population between surveys Survey 1 Survey 2

13 Open populations Individuals enter or leave the population between surveys Survey 1 Survey 2

14 What makes a population closed?
Dispersal barriers Philopatry Large surveyed area Slow reproductive/death rate Short time between surveys

15 Lincoln-Petersen method: Closed population
Survey 1: Survey 2: Catch several animals Catch C animals Count recaptures (R) Mark all M animals Return animals to population Return animals to population

16 Back to games! Remember rules Play nicely with others
Don’t spill the beads!

17 Mark-Recapture Game Guess how many total clear beads you have
Take one sample (one handful) of your population Count clear beads sampled Replace all of those clear beads with blue beads Mix thoroughly!!! Take another sample (one handful) of your population Count number of clear and blue beads in re-sample Resample at least 5 times (do NOT mark, just resample)

18 Mark-Recapture Game Make sure each member of your group takes one handful in the resampling How variable are your resamples? What is the average number marked per sample?

19 Mark-Recapture Game So how could we now estimate the total number of beads in your cup? As you repeat the game If you continue to mark, what would happen? Does it matter if it is closed or open population? Many approaches to calculating the total population

20 Survey 2: C = 15 R = 4 Survey 1: M = 12

21 Total Population C = 15 R = 4 N = ??? M = 12

22 Lincoln-Peterson Method
Note that the proportion marked in the population equals the proportion marked in the 2nd sample

23 When would Lincoln-Petersen give you a bad estimate?
Population not closed Marked animals likely to be re-trapped Marked animals likely to die Marks fall off Tends to overestimate Doesn’t work if no recaptured marks!

24 Bailey’s Modification
NB= Estimated population S1= Initial marked population S2= Recapture sample size M = Recaptured marked sample size

25 Modified NC= Estimated population S1= Initial marked population
S2= Recaptured population size M = Recaptured marked population

26 Multiple Samples Schnabel Schumacher-Eschmeyer Bayesian Method

27 Schnabel N = Population Ct= number sampled at time t
Rt= number of recaptured individuals at time t Ut= number of unmarked individuals at time t (these are marked and then returned) t = time

28 Schnabel If marked >10% of population

29 Schumacher-Eschmeyer
Back to Lincoln-Peterson

30 Schumacher-Eschmeyer
Find slope of regression line Take inverse of slope to find N

31 Jolly-Seber Method Works for open population
More steps but still simple calculations Applets available on-line for calculations

32 To Excel

33 Epidemiology and math Epidemiology is the study of diseases
Uses all kinds of mathematics Everyone can relate to being sick!

34 A little bit of history Daniel Bernoulli (1760) Ross (1908,1911)
Smallpox Ross (1908,1911) Malaria Kermack and McKendrick (1930’s) Classic SEIR formulation

35 Basic Model Concepts Identify all stages of a given disease
Susceptible Exposed Infectious Recovered / Removed Vaccinated Etc.

36 Basic Model Concepts Identify disease progression
Link stages according to epidemiology of disease

37 Classic Models SIR - Chicken Pox

38 Classic Models

39 Results of SIR model

40 Other types of models Stochastic models Individual-based models
Difference equation models Partial differential equation models Integro-difference equation models Network models Etc.

41 Learn by doing Time for hands on games Rules for games
Divide into groups of 4-6 students Share responsibility for tasks Don’t spill the beads!! Ask any questions you have

42 Game #1 – Disease Modeling
Tasks: Cup holder, scribe, clear bead manager, blue bead manager, bead selector Rules: Start with 20 clear beads and 1 blue bead Bead selector pulls out 2 beads (no peeking!!) If 2 clear or 2 blue – put both back, if 1 clear and 1 blue – put 2 blues back Repeat until time is up Scribe counts final numbers

43 What did you get? How many of each bead did you get?
Did everyone get the same results? Why or why not?

44 Game #2 – Disease Modeling Revisited
Tasks: Cup holder, scribe, clear bead manager, blue bead manager, bead selector Rules: Start with 20 clear beads and 1 blue bead Bead selector pulls out 2 beads (no peeking!!) If 2 clear or 2 blue – put both back If 1 clear and 1 blue, flip a coin. If heads, put 2 blues back, if tails, put 1 clear and 1 blue back Repeat until time is up Scribe counts final numbers

45 Modifications Not always sick forever so could replace sick people with recovered people at some time Could vaccinate people so they can’t get sick Other ideas?

46 SIR Model

47 What about ecology? Ecology has benefited from math for a longer time
Many ecology concepts are natural models such as predator-prey and competition Again, looking at populations and flow rates between them

48 More games!! Again often start from a simple hands on experiment links the math and biology more closely Often send students out to measure length and width of leaves measure length of middle finger to height Anything that teaches relationships

49 Game #3 Predator-Prey Tasks: Rabbit breeder, Lynx, scribe Rules:
Start with 3 rabbits spread across the meadow Toss the lynx square once to catch rabbits 3 rabbits = lynx survives and reproduces All rabbits breed so double the number of rabbits and disperse across the meadow If lynx doesn’t get 3 rabbits, it dies If no lynx, one immigrates. If no rabbits, 3 immigrate Repeat

50 Predator-Prey Plot the numbers you got for lynx and rabbits in each generation Can you predict how many there would be in the next generations?

51 Game #4 Bottleneck Effect
Tasks: Cup holder, scribe, clear bead manager, blue bead manager, bead selector Rules: Start with one blue bead and one clear bead Bead selector pulls out 1 bead (no peeking!!) If pull a blue bead, put two blues back into cup. If pull a clear bead, put two clear beads back into cup. Repeat until time is up Scribe counts final numbers

52 Bottleneck What were the results?
What does that imply for genetics in isolated populations?

53 Population Genetics

54 Game Theory thru ABM Competition between players
Focus on pairwise competition John Maynard Smith – pioneer of biological application of game theory

55 Game Theory Strategies Contests and payoffs
Particular behavior that a player uses Can be “pure” (always play the same) or “mixed” (alternates between strategies) Contests and payoffs Two players interact Payoff matrix tells who wins/loses based on strategies of both

56 Payoffs Payoff = Benefit from win – cost of loss
Payoff = chance of win * value of win - chance of loss * cost of loss Chance of winning or losing depends on frequency of strategies in population

57 Payoff Matrix Opponent’s Strategy A B Strategy E(A,A) E(A,B) E(B,A)
E(B,B)

58 Evolutionary Stable Strategy
Does system evolve to a stable equilibrium Pure ESS – one strategy outcompetes all others Mixed ESS – two strategies permanently exist at a set frequency All individuals have the same fitness at ESS

59 Hawk v Dove Hawk – always fight, never flee
Dove – always flee, never fight Who wins, i.e., what is the ESS?

60 Hawk v Dove Game Without choice
Everyone gets a card, must play that strategy Everyone starts with 120 points

61 Hawk v Dove Game Each day Costs 30 points
One encounter with randomly assigned partner “Die” when you have 0 points

62 Hawk v Dove Rules Hawk encounters Dove Hawk encounters Hawk
Hawk gets 180 points Dove gets 0 points Hawk encounters Hawk Flip a coin to see who wins Both lose 60 points to encounter Winner gets 180 points (so net 120) Dove encounter Dove Split 180 to get 90 each

63 Hawk v Dove Game Who survived? Hawks or Doves?
Would that change if it cost more fight? To live each day?

64 Hawk v Dove So what are agents? What are rules? What is world?
What is missing?

65 Hawk v Dove adaptive Play same people in same order, but now you can choose at each encounter if you want to play hawk or dove

66 Hawk v Dove Rules Hawk encounters Dove Hawk encounters Hawk
Hawk gets 180 points Dove gets 0 points Hawk encounters Hawk Flip a coin to see who wins Both lose 60 points to encounter Winner gets 180 points (so net 120) Dove encounter Dove Split 180 to get 90 each

67 Hawk v Dove Adaptive Who wins now?
What would change that? Cost of fighting? Benefits of winning?

68 Payoff Matrix Opponent’s Strategy H D Strategy E(H,H) E(H,D) E(D,H)
E(D,D)

69 Hawk-Dove Payoff Opponent’s Strategy Hawk Dove Strategy -25 +50 +15

70 Hawk v Dove E(H,H) = 0.5*50 + 0.5*-100 = -25 E(H,D) = 1.0*50 -0 = 50
E(D,H) = 0*50+1.0*0 = 0 E(D,D) = 0.5*(50-10) + 0.5*(-10) = 15

71 Make your students into Math Biologists!
Encourage them to learn a lot of math and biology! Help them learn to play well with others In the process they will help solve problems and can improve people’s lives

72 QUBES FMN Beanbag Biology: Teaching Quantitative Biology through Hands-on Activities Starting Fall 2017 Opportunity for mentoring while you implement these in YOUR class!

73 Questions?


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