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  • Computer Science
Physical Computing Using Arduinos: Making an LED Blink and Fade
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Educational Use
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Students download the software needed to create Arduino programs and make sure their Arduino microcontrollers work correctly. Then, they connect an LED to the Arduino and type up and upload programs to the Arduino board to 1) make the LED blink on and off and 2) make the LED fade (brighten and then dim). Throughout, students reflect on what they've accomplished by answering questions and modifying the original programs and circuits in order to achieve new outcomes. A design challenge gives students a chance to demonstrate their understanding of actuators and Arduinos; they design a functioning system using an Arduino, at least three actuators and either a buzzer or toy motor. For their designs, students sketch, create and turn in a user's manual for the system (text description, commented program, detailed hardware diagram). Numerous worksheets and handouts are provided.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Lisa Ali
Michael Zitolo
Date Added:
10/14/2015
Physical Modeling in MATLAB
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Most books that use MATLAB are aimed at readers who know how to program. This book is for people who have never programmed before. As a result, the order of presentation is unusual. The book starts with scalar values and works up to vectors and matrices very gradually. This approach is good for beginning programmers, because it is hard to understand composite objects until you understand basic programming semantics.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Science
Material Type:
Textbook
Provider:
Green Tea Press
Author:
Allen B. Downey
Date Added:
01/01/2009
Processes on Complex Networks
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Educational Use
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Building on their understanding of graphs, students are introduced to random processes on networks. They walk through an illustrative example to see how a random process can be used to represent the spread of an infectious disease, such as the flu, on a social network of students. This demonstrates how scientists and engineers use mathematics to model and simulate random processes on complex networks. Topics covered include random processes and modeling disease spread, specifically the SIR (susceptible, infectious, resistant) model.

Subject:
Computer Science
Science
Material Type:
Lesson
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Debbie Jenkinson
Garrett Jenkinson
John Goutsias
Susan Frennesson
Date Added:
09/18/2014
Professional Learning - Inquiry-Based Learning
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These pre-recorded videos will provide teachers with the framework needed to complete an inquiry-based project with their students.

There are videos for each of the grade groups: K-3, 4-6, 7-8, plus a video on teacher professional learning.

Subject:
21st Century Competencies
Computer Science
Education
Math
Science
Material Type:
Activity/Lab
Lesson
Reading
Teaching/Learning Strategy
Author:
Science North
Date Added:
06/02/2021
Program Analysis Using App Inventor
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Educational Use
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In computer science, program analysis is used to determine the behavior of computer programs. Flow charts are an important tool for understanding how programs work by tracing control flow. Control flow is a graphical representation of the logic present in the program. In this lesson, students learn about, design and create flow charts for different scenarios, including a game based on the Battleship® created by Hasbro©. In the associated activity, Flow Charting App Inventor, students apply their knowledge from this lesson and gain experience with a software application called App Inventor. This lesson and its associated activity can be stand-alone or used as a launching point for the Android Acceleration Application unit or any lesson involving App Inventor.

Subject:
Computer Science
Science
Material Type:
Lesson
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Brian Sandall
Rich Powers
Date Added:
09/18/2014
Programming Basics: Statements & Functions: Crash Course Computer Science #12
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Today, Carrie Anne is going to start our overview of the fundamental building blocks of programming languages. We’ll start by creating small programs for our very own video game to show how statements and functions work. We aren’t going to code in a specific language, but we’ll show you how conditional statements like IF and ELSE statements, WHILE loops, and FOR loops control the flow of programs in nearly all languages, and then we’ll finish by packaging up these instructions into functions that can be called by our game to perform more and more complex actions.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Psychology of Computing: Crash Course Computer Science #38
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We’ve spent most of this series talking about computers. Which makes sense - this is Crash Course COMPUTER SCIENCE after all. But at their core computers are tools employed by humans and humans are pretty complicated. So today, we’re going to discuss some psychological considerations in building computers like how to make them easier for humans to use, the uncanny valley problem when humanoid robots gets more and more humanlike, and strategies to make our devices work better with us by incorporating our emotions and even altering our gaze. Oh, and we'll talk about Carrie Anne's all time favorite user interface design principle - knurling.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Putting It All Together: Peripheral Vision
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Educational Use
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In this culminating activity of the unit, students bring together everything they've learned in order to write the code to solve the Grand Challenge. The code solution takes two images captured by robots and combines them to create an image that can be focused at different distances, similar to the way that humans can focus either near or far. They write in a derivative of C++ called QT; all code is listed in this activity.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Anna Goncharova
Date Added:
09/18/2014
Quizizz - Free quizzes for every student
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"Free self-paced quizzes to review, assess, and engage—in class and at home."

This is a great formative assessment tool that makes learning and reviewing feel like a game.

This tool is great for students when working individually (compared to Kahoot! and Quizlet where the class plays together). Kids could do them at a station, centre or even for homework.

Turn your assessment into a game!

Subject:
Arts Education
Career & Work Exploration
Coding
Computer & Digital Technologies
Computer Science
English Language Arts
Language Education
Math
Practical & Applied Arts
Science
Social Studies
Material Type:
Activity/Lab
Game
Date Added:
11/20/2019
Registers and RAM: Crash Course Computer Science #6
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Today we’re going to create memory! Using the basic logic gates we discussed in episode 3 we can build a circuit that stores a single bit of information, and then through some clever scaling (and of course many new levels of abstraction) we’ll show you how we can construct the modern random-access memory, or RAM, found in our computers today. RAM is the working memory of a computer. It holds the information that is being executed by the computer and as such is a crucial component for a computer to operate. Next week we’ll use this RAM, and the ALU we made last episode, to help us construct our CPU - the heart of a computer.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Representing Numbers and Letters with Binary: Crash Course Computer Science #4
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Today, we’re going to take a look at how computers use a stream of 1s and 0s to represent all of our data - from our text messages and photos to music and webpages. We’re going to focus on how these binary values are used to represent numbers and letters, and discuss how our need to perform operations on larger and more complex values brought us from our 8-bit video games to beautiful Instagram photos, and from unreadable garbled text in our emails to a universal language encoding scheme.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Robot Design Challenges
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Educational Use
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Through the two lessons and five activities in this unit, students' knowledge of sensors and motors is integrated with programming logic as they perform complex tasks using LEGO MINDSTORMS(TM) NXT robots and software. First, students are introduced to the discipline of engineering and "design" in general terms. Then in five challenge activities, student teams program LEGO robots to travel a maze, go as fast/slow as possible, push another robot, follow a line, and play soccer with other robots. This fifth unit in the series builds on the previous units and reinforces the theme of the human body as a system with sensors performing useful functions, not unlike robots. Through these design challenges, students become familiar with the steps of the engineering design process and come to understand how science, math and engineering including computer programming are used to tackle design challenges and help people solve real problems. PowerPoint® presentations, quizzes and worksheets are provided throughout the unit.

Subject:
Computer Science
Science
Material Type:
Unit of Study
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Pranit Samarth
Riaz Helfer
Sachin Nair
Satish S. Nair
Date Added:
09/18/2014
Robot Soccer Challenge
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Educational Use
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Students learn how two LEGO MINDSTORMS(TM) NXT intelligent bricks can be programmed so that one can remotely control the other. They learn about the components and functionality in the (provided) controller and receiver programs. When its buttons are pressed, the NXT brick assigned as the remote control device uses the controller program to send Bluetooth® messages. When the NXT taskbot/brick assigned as the receiver receives certain Bluetooth messages, it moves, as specified by the receiver program. Students examine how the programs and devices work in tandem, gaining skills as they play "robot soccer." As the concluding activity in this unit, this activity provides a deeper dimension of understanding programming logic compared to previous activities in this unit and introduces the relatively new and growing concept of wireless communication. A PowerPoint® presentation, pre/post quizzes and a worksheet are provided.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Pranit Samarth
Riaz Helfer
Sachin Nair
Satish S. Nair
Date Added:
09/18/2014
Robots: Crash Course Computer Science #37
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Today we're going to talk about robots! Robots are often thought as a technology of the future, but they're already here by the millions in the workplace, our homes, and pretty soon on the roads. We'll discuss the origins of robotics to its proliferation, and even look at some common control designs that were implemented to make them more useful in the workplace. Robots are often thought of as a menace or danger to society, and although there definitely is the propensity for malicious uses, robots also have the potential to drastically improve the world.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Rotary Encoders & Human-Computer Interaction
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Educational Use
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Students learn about rotary encoders and discover how they operate through hands-on experimentation. Rotary encoders are applied in tools to determine angle measurements and for translations of angular motion. One common rotary encoder application is in a computer's ball-type mouse—the ball itself is a type of rotary encoder. In this activity, students experiment with two rotary encoders, including one from a computer mouse and one created using a LEGO® MINDSTORMS® NXT kit. They collect data to define and graph the relationship between the motion of the rotary encoder and its output.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Chris Leung
Janet Yowell
Paul Phamduy
Date Added:
09/18/2014
Rube Goldberg Assignment for 21st Century Skill Development
Conditional Remix & Share Permitted
CC BY-NC-SA
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0.0 stars

Rube Goldberg machines are a fun and innovative way to integrate 21st century skills into your math, science, STEM or design learning class.
Rube Goldberg machines involve using a series of complex steps to do a simple task.
Students first begin reflecting on what 21st century skills they will need to pull this activity off. Then they must make an effective plan as a group before they are able to gather their materials and build. The plan can (and likely should!) change as they work and that is fine. Students should reflect on their 21st century skills daily to give them an opportunity to regroup and refocus as needed.
This is really a fun and valuable activity! This version was done a 7/8 Math class.
Image Details
Source: www.pxleyes.com
Title : rube goldberg photoshop contest (4530), pictures page 1 – pxleyes
Dimension : 1500 x 1230
File Type : JPG/JPEG

Subject:
Computer Science
Design Studies
Education
Math
Practical & Applied Arts
Science
Material Type:
Activity/Lab
Assessment
Homework/Assignment
Date Added:
09/10/2018
SIK Keyboard Instrument
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Educational Use
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Students work as if they are electrical engineers to program a keyboard to play different audible tones depending on where a sensor is pressed. They construct the keyboard from a soft potentiometer, an Arduino capable board, and a small speaker. The soft potentiometer “keyboard” responds to the pressure of touch on its eight “keys” (C, D, E, F, G, A, B, C) and feeds an input signal to the Arduino-capable board. Each group programs a board to take the input and send an output signal to the speaker to produce a tone that is dependent on the input signal—that is, which “key” is pressed. After the keyboard is working, students play "Twinkle, Twinkle, Little Star" and (if time allows) modify the code so that different keys or a different number of notes can be played.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Author:
Lauchlin Blue
Shawn Hymel
Date Added:
05/07/2018
SQL Tutorial
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SQL is a standard language for accessing databases.
Our SQL tutorial will teach you how to use SQL to access and manipulate data in: MySQL, SQL Server, Access, Oracle, Sybase, DB2, and other database systems.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Reading
Unit of Study
Provider:
w3schools
Date Added:
10/22/2019
SaskCode – Equipping Saskatoon and area teachers to bring computational thinking and coding into their classrooms.
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Equipping Saskatoon and area teachers to bring computational thinking and coding into their classrooms.
A great resource for teachers to find resources for coding in SK!

Subject:
Coding
Computer & Digital Technologies
Computer Science
Math
Science
Material Type:
Primary Source
Author:
SaskCode
Date Added:
02/27/2019
Saskatchewan — Computer Science 20 Saskatchewan
Unrestricted Use
Public Domain
Rating
0.0 stars

This open education resource has a massive collection of resources for students and teachers of Computer Science 20 in Saskatchewan.

Even review is included!

Topics covered include: Scratch, Reeborg, Python, Computing & Society and Career Exploration.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Assessment
Homework/Assignment
Lesson
Module
Primary Source
Reading
Syllabus
Teaching/Learning Strategy
Textbook
Unit of Study
Author:
Dan Schellenberg
Date Added:
02/28/2019