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3D Graphics: Crash Course Computer Science #27
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Today we’re going to discuss how 3D graphics are created and then rendered for a 2D screen. From polygon count and meshes, to lighting and texturing, there are a lot of considerations in building the 3D objects we see in our movies and video games, but then displaying these 3D objects of a 2D surface adds an additional number of challenges. So we’ll talk about some of the reasons you see occasional glitches in your video games as well as the reason a dedicated graphics processing unit, or GPU, was needed to meet the increasing demand for more and more complex graphics.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Adobe Education Exchange
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Discover free teaching resources for your class through Adobe Education Exchange. You will be able to explore resources featuring:
- Featured collections
- Lessons and activities with editable templates
- Professional Learning
- Monthly creative challenges

Search resources/collections by age, subject, length of time to complete, author, product.

Subject:
Arts Education
Design Studies
English Language Arts
Math
Practical & Applied Arts
Science
Social Studies
Material Type:
Activity/Lab
Homework/Assignment
Lesson
Primary Source
Author:
Adobe Education Exchange
Date Added:
01/09/2023
Advanced CPU Designs: Crash Course Computer Science #9
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So now that we’ve built and programmed our very own CPU, we’re going to take a step back and look at how CPU speeds have rapidly increased from just a few cycles per second to gigahertz! Some of that improvement, of course, has come from faster and more efficient transistors, but a number hardware designs have been implemented to boost performance. And you’ve probably heard or read about a lot of these - they’re the buzz words attached to just about every new CPU release - terms like instruction pipelining, cache, FLOPS, superscalar, branch prediction, multi-core processors, and even super computers! These designs are pretty complicated, but the fundamental concepts behind them are not. So bear with us as we introduce a lot of new terminology including what might just be the best computer science term of all time: the dirty bit. Let us explain.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Alan Turing: Crash Course Computer Science #15
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Today we’re going to take a step back from programming and discuss the person who formulated many of the theoretical concepts that underlie modern computation - the father of computer science himself: Alan Turing. Now normally we try to avoid “Great Man" history in Crash Course because truthfully all milestones in humanity are much more complex than just an individual or through a single lens - but for Turing we are going to make an exception. From his theoretical Turing Machine and work on the Bombe to break Nazi Enigma codes during World War II, to his contributions in the field of Artificial Intelligence (before it was even called that), Alan Turing helped inspire the first generation of computer scientists - despite a life tragically cut short.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
<AppML> Tutorial
Read the Fine Print
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AppML stands for Application Modeling Language.
AppML runs in any HTML page. No installation is required.
AppML is a tool for bringing data to HTML applications:

From objects
From files
From databases

Subject:
Computer Science
Science
Material Type:
Reading
Unit of Study
Provider:
w3schools
Date Added:
10/22/2019
Boolean Logic & Logic Gates: Crash Course Computer Science #3
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Today, Carrie Anne is going to take a look at how those transistors we talked about last episode can be used to perform complex actions. With the just two states, on and off, the flow of electricity can be used to perform a number of logical operations, which are guided by a branch of mathematics called Boolean Algebra. We’re going to focus on three fundamental operations - NOT, AND, and OR - and show how they were created in a series of really useful circuits. And its these simple electrical circuits that lay the groundwork for our much more complex machines.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
CS Fundamentals 3.14: The Big Event
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Students will soon learn that events are a great way to add flexibility to a pre-written algorithm. Sometimes you want your program to be able to respond to the user exactly when the user wants it to. Events can make your program more interesting and interactive.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Fundamentals 2019-2108
Date Added:
10/11/2019
CS Principles 2019-2020 1.10: Routers and Redundancy
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In this lesson students explore the benefits (and potential security concerns) associated with routing traffic across the Internet. Building on their introduction to IP addresses in the previous lesson, students use a version of the Internet Simulator that allows messages to be sent only to an intended recipient, as indicated by the IP address. The Internet Simulator also allows students to examine the traffic that goes through all of the (simulated) routers on the network. They will discover that messages go through many different routers, may not always take the same path to reach the final destination, and that the routers (and their owners) can *see all of this traffic*!

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.11.17: Algorithms Detour - Minimum Spanning Tree
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In this and the subsequent lesson, we consider some of the strategies used to construct networks and find paths for data in them. While this has a connection to ideas about the Internet, the focus of these lessons is on algorithms, formal techniques, and processes for solving problems. Students will explore and solve the Minimum Spanning Tree (MST) problem, first, in an unplugged fashion on paper. The real challenge is not in solving a particular instance of the minimum spanning tree, but to develop an algorithm, a clear series of steps, that if followed properly, will solve any instance of the problem. There is a possible misconception to look out for: the MST has a definite, verifiable optimal solution, as opposed to the Text Compression problem (from Unit 1), which does not.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.11.18: Algorithms Detour - Shortest Path
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CC BY-NC-SA
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In this lesson students will explore the Single Source Shortest Path problem, by solving the problem with pencil and paper first, then by following a famous algorithm that solves the shortest path problem known as Dijkstra’s Algorithm. Even though this is an algorithms detour, there is a strong connection in this lesson to routing algorithms used on the Internet. This lesson also introduces ideas about how we analyze algorithms: looking for correctness, efficiency and running time. As foreshadowing: in the next lesson students will act out another distributed shortest path algorithm used by routers to learn about the Internet dynamically.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.11.19: Algorithms Detour - How Routers Learn
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This lesson is the last of the algorithm series. Building off of the previous lesson about shortest path algorithms, the activity in this lesson shows how routers learn about the rest of the Internet in order to route traffic so it takes the shortest path. In the previous lessons, students use the Internet Simulator to send packets to other students through simulated routers. The path that the packet follows, and how the router knows where to send it, however, has been largely untouched. Today, students simulate the process of a router joining a network and generating a router table that would allow them to send packets to anyone else in their network as efficiently as possible. They then reflect on the process by comparing the similarities between the SSSP problem and the process the used today, and how it facilitates the structure of the Internet.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.11: Packets and Making a Reliable Internet
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In this lesson student develop a protocol for reliably sending a message over an unreliable internet. The Internet Simulator has been setup for this lesson to restrict messages to no more than 8 characters each, and messages get dropped messages with some probability on every hop.

Students are given time to experiment with the Internet Simulator and develop their own protocol, possibly testing or demonstrating their protocol to their peers. At the conclusion of the lesson, students watch a short video explaining how these challenges are addressed in the real world with [v TCP] - the Transmission Control Protocol.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.12: The Need for DNS
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The core idea of this lesson occurs in the unplugged activity that kicks off the lesson, in which students try to keep track of IP addresses that had been randomly assigned to each student in the class, while at the same time the teacher occasionally changes students' addresses. This leads to identifying the need for an authoritative system for name-to-address mappings, known as the Domain Name System or [v DNS].

Students then briefly experiment with a DNS protocol in the Internet Simulator. The activity is similar, in that students will have to grapple with IP addresses changing in real time and use the built in DNS protocol to resolve the issues.

The lesson ends with students doing some rapid research about DNS and some of its vulnerabilities, particularly what are known as Denial of Service Attacks.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.13: HTTP and Abstraction on the Internet
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In this lesson students are introduced to another high-level protocol of the Internet, [v HTTP]. The lesson begins with a review of the layers of the Internet covered thus far, before transitioning to a video covering high-level protocols of the Internet, most notably HTTP. Students will investigate HTTP traffic generated within their own browser by accessing the browser’s developer tools and visiting a variety of websites. A handout summarizing the structure of HTTP is provided to help students understand the components of the HTTP requests and responses they will observe. The lesson concludes with students sharing their findings with their classmates and a reflection on how the layers of the Internet make use of abstraction.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.14: Practice PT - The Internet and Society
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This lesson is a capstone to the Internet unit. Students will research and prepare a flash talk about an issue facing society: either **[v Net Neutrality]** or **Internet Censorship**. Developing an informed opinion about these issues hinges on an understanding of how the Internet functions as a system. Students will prepare and deliver a flash talk that should combine forming an opinion about the issue and an exhibition of their knowledge of the internet.

This lesson is good *practice* for certain elements of the AP Explore Performance Task.1 The primary things practiced here are: doing a bit of research about impacts of computing (though here it’s specifically about the Internet), explaining some technical details related to ideas in computer science, and connecting these ideas to global and social impacts. Students will practice synthesizing information, and presenting their learning in a flash talk.

1**Note:** This is NOT the official AP® Performance Task that will be submitted as part of the Advanced Placement exam; it is a practice activity intended to prepare students for some portions of their individual performance at a later time.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.1: Personal Innovations
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Welcome to Computer Science Principles! The first lesson is about getting students excited about the course and connecting their own personal interests to computer science. Students are asked to share something they know a lot about and teach it to a small group. Groups make a “rapid” prototype of an innovative idea and share it. Students watch a brief video about computing innovations. The lesson ends with students logging into the Code.org CSP course web site, and answering a brief prompt about what “computer science” means to them.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.2: Sending Binary Messages
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CC BY-NC-SA
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In this lesson students work in groups using classroom supplies and everyday objects to develop their own systems for encoding and sending simple binary messages, messages that only have two possible values. Students will think about what can be usefully conveyed in such a simple message and build a “device” to communicate the message over some physical distance.
Then students are asked to consider how to use their binary messaging devices to send a more complex message - a message with more than two possibilities, say four, or eight, or even thousands of different messages. Students will collaborate in an iterative design process in the “maker ethos” of rapidly building and improving their “device” for sending messages.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.3.15: Sending Bits in the Real World
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CC BY-NC-SA
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In this lesson, students will be introduced to how bits are transmitted over the most common mediums (copper wire, fiber-optic cable, and radio waves) used to connect devices on the Internet. They then chose a device that transmits bits and research that device and the system it uses. Students create a poster presenting their findings, and the lesson concludes with a gallery walk of the posters.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019
CS Principles 2019-2020 1.3: Sending Binary Messages with the Internet Simulator
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CC BY-NC-SA
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Students are introduced to the Internet Simulator, a tool they will return to many times in the first two units of the course. Today, the Internet Simulator will be used to simulate a single shared wire, connecting two people. The wire can only be in one of two possible states (state A or state B) and either partner may set or read the state of the wire at any time, but this is the only way in which students may communicate. Students must invent a binary call-response [v protocol] using this system. Coordination, speed and timing are problems that need to be solved. At the conclusion of the lesson, students compete to demonstrate the speed and accuracy of their protocols, and calculate the [v bit rate] of their message exchange.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/11/2019