Alquimétricos is a collection of open source didactic toys: building blocks to mount structures and learn-while-playing about geometry, maths, architecture, mechanics, physics, chemistry, and much more. The initiative is focused on the design of DIY educational materials which are meant to be produced using a wide range of procedures, from ultra-low-cost-low-tech tool set (scissors and nails) to high-end-FabLab-standards (laser cutter, CNC milling, 3D printing), using an equally wide ranged material sort, including recycled packaging plastics, rubbers, cloths and cardboard composites throughout textile-embedded polymers, organic fibers or even lab-harvested fungus. Alquimétricos are meant to play, learn and share.
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This course will provide an overview of a new vision for Human-Computer Interaction (HCI) in which people are surrounded by intelligent and intuitive interfaces embedded in the everyday objects around them. It will focus on understanding enabling technologies and studying applications and experiments, and, to a lesser extent, it will address the socio-cultural impact. Students will read and discuss the most relevant articles in related areas: smart environments, smart networked objects, augmented and mixed realities, ubiquitous computing, pervasive computing, tangible computing, intelligent interfaces and wearable computing. Finally, they will be asked to come up with new ideas and start innovative projects in this area.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Full Course
- Provider:
- MIT
- Provider Set:
- MIT OpenCourseWare
- Author:
- Maes, Patricia
- Date Added:
- 01/01/2005
Students will work with a partner to write, solve, check, and animate a division story problem based on a division expression using a sharing model.
- Subject:
- Composition and Rhetoric
- Computer Science
- English Language Arts
- Mathematics
- Numbers and Operations
- Speaking and Listening
- Material Type:
- Lesson Plan
- Author:
- Jody Walker
- Date Added:
- 03/24/2019
In this lesson, students will apply the concept of loops they learned in order to animate their sprites.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Activity/Lab
- Author:
- NYC Computer Science for All
- Date Added:
- 06/10/2021
Introduction to animation using costumes in Scratch
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Module
- Author:
- NYC Department of Education
- Date Added:
- 06/03/2021
This set of cards can be used in a workshop or a "Maker Faire" type of event. They give quick tidbits of code for building mini-apps with App Inventor. Use them in exhibits, parent nights, STEM fairs, after-school clubs, or anywhere that you need to get people jump-started using App Inventor.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Activity/Lab
- Author:
- MIT
- Date Added:
- 04/10/2020
Interactive video reviewing Arithmetic Operators and Numeric Procedures.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Interactive
- Provider:
- Michigan Virtual
- Date Added:
- 12/11/2018
This course introduces students to the basic knowledge representation, problem solving, and learning methods of artificial intelligence. Upon completion of 6.034, students should be able to develop intelligent systems by assembling solutions to concrete computational problems, understand the role of knowledge representation, problem solving, and learning in intelligent-system engineering, and appreciate the role of problem solving, vision, and language in understanding human intelligence from a computational perspective.
- Subject:
- Applied Science
- Computer Science
- Information Science
- Material Type:
- Full Course
- Provider:
- MIT
- Provider Set:
- MIT OpenCourseWare
- Author:
- Winston, Patrick Henry
- Date Added:
- 01/01/2010
The excitement for the creative power of programming and the questions about how to assess students’ creative work prompted us to undertake this project, which was funded through the generous support of Google’s Computer Science Education Research program. In this project, we were guided by a central question: How do K-12 computing teachers assess creative programming work? Our approach was simple: during the summer of 2019, we talked to 80 K–12 computing teachers across the U.S. about how they supported and assessed creative work in programming activities. In our conversations, typically between two teachers and a member of our team, teachers brought a pair of assessment examples and used those examples as the foundation for a broader discussion about creativity, programming, and assessment.
Through these conversations, as well as an examination of the assessment research literature, we identified key principles that guide the assessment of creative programming activities:
-Foster a classroom culture that values assessment.
-See student process as well as product.
-Understand what is creative for the student.
-Support students by incorporating feedback from multiple perspectives.
-Scaffold opportunities for students to develop judgment of their own work.
Thanks to these incredible teachers who met with us and generously shared their thinking about their practice, we were able to gather more than 300 assessments, ranging from class project rubrics to examples of student project portfolios. In this document, we are sharing our understandings in two ways: (1) a collection of four case studies, and (2) a selection of 50 assessments. The case studies tell the stories of four teachers who are putting the guiding principles of creative assessment into practice in the complex, real-life contexts of their classrooms.
The 50 assessments represent a curated collection of real assessments that teachers are using in their classrooms, accompanied by quotes from teachers about what the assessment of creative work entails.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Assessment
- Author:
- Creative Computing Lab - Harvard Graduate School of Education
- Date Added:
- 06/28/2021
Interactive video detailing assignment, display, and input and the way that they are used in programming.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Interactive
- Provider:
- Michigan Virtual
- Date Added:
- 12/11/2018
This course provides a challenging introduction to some of the central ideas of theoretical computer science. Beginning in antiquity, the course will progress through finite automata, circuits and decision trees, Turing machines and computability, efficient algorithms and reducibility, the P versus NP problem, NP-completeness, the power of randomness, cryptography and one-way functions, computational learning theory, and quantum computing. It examines the classes of problems that can and cannot be solved by various kinds of machines. It tries to explain the key differences between computational models that affect their power.
- Subject:
- Applied Science
- Computer Science
- Information Science
- Material Type:
- Full Course
- Provider:
- MIT
- Provider Set:
- MIT OpenCourseWare
- Author:
- Aaronson, Scott
- Date Added:
- 01/01/2011
Graduate-level introduction to automatic speech recognition. Provides relevant background in acoustic theory of speech production, properties of speech sounds, signal representation, acoustic modeling, pattern classification, search algorithms, stochastic modeling techniques (including hidden Markov modeling), and language modeling. Examines approaches of state-of-the-art speech recognition systems. Introduces students to the rapidly developing field of automatic speech recognition. Its content is divided into three parts. Part I deals with background material in the acoustic theory of speech production, acoustic-phonetics, and signal representation. Part II describes algorithmic aspects of speech recognition systems including pattern classification, search algorithms, stochastic modelling, and language modelling techniques. Part III compares and contrasts the various approaches to speech recognition, and describes advanced techniques used for acoustic-phonetic modelling, robust speech recognition, speaker adaptation, processing paralinguistic information, speech understanding, and multimodal processing.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Full Course
- Provider:
- MIT
- Provider Set:
- MIT OpenCourseWare
- Author:
- Glass, James Robert
- Date Added:
- 01/01/2003
An Shakespearean Introduction to Computational Thinking
Project Guide
- Subject:
- Applied Science
- Computer Science
- English Language Arts
- Material Type:
- Activity/Lab
- Interactive
- Lesson Plan
- Reading
- Simulation
- Author:
- Tom Liam Lynch
- Date Added:
- 02/18/2022
The PFACS game engages students in playing the role of a music producer who must use data and computational thinking to promote their artist’s careers. “Data and Analysis” is one of five strands in the CS K-12 Framework — and it is a strand that readily bridges to mathematics and science content that you already teach. By giving students time to play the game and then having related classroom discussions, you can gain insight into your students’ progress in understanding these concepts.
This game does NOT require any coding skills nor knowledge of any programming language. It is about making choices using computational thinking concepts, not about writing code.
Beats Empire was designed for teachers:
In middle schools classrooms
That integrate data science, computational thinking and related concepts
For about an hour of use spread over 2-3 class periods
Where students have access to any computer, laptop or desktop, with Chrome or Firefox browser (not recommended for tablets or phones).
The key goals of Beats Empire are:
Students explore how their data skills addresses a real world challenge
Students gain career awareness of attractive data science jobs
Teachers increase their understanding of what students know and can do
- Subject:
- Applied Science
- Computer Science
- Mathematics
- Social Science
- Material Type:
- Activity/Lab
- Author:
- Beats Empire
- Date Added:
- 04/21/2020
In this lesson, students use the Bee Bots to move throughout their space. If Bee Bots are inaccessible, the lesson can be adapted by using the online coding platform. This lesson is part of the Virginia K-12 Computer Science Pipeline which is partly funded through a GO Virginia grant in partnership with Chesapeake Public Schools, Loudoun County Public Schools, and the Loudoun Education Foundation.
- Subject:
- Applied Science
- Computer Science
- English Language Arts
- Material Type:
- Lesson
- Date Added:
- 04/26/2021
In this lesson, students use the Bee Bots to move throughout their space. If Bee Bots are inaccessible, the lesson can be adapted by using the online coding platform.
- Subject:
- Applied Science
- Computer Science
- English Language Arts
- Speaking and Listening
- Material Type:
- Lesson
- Date Added:
- 06/15/2021
This textbook was written for a community college introductory course in spreadsheets utilizing Microsoft Excel. While the figures shown utilize Excel 2016, the textbook was written to be applicable to other versions of Excel as well. The book introduces new users to the basics of spreadsheets and is appropriate for students in any major who have not used Excel before.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Textbook
- Provider:
- OpenOregon
- Author:
- Barbara Lave
- Diane Shingledecker
- Julie Romey
- Mary Schatz
- Noreen Brown
- Date Added:
- 01/01/2017
Study of an area of current interest in theoretical computer science. Topic varies from term to term. This course is a study of Behavior of Algorithms and covers an area of current interest in theoretical computer science. The topics vary from term to term. During this term, we discuss rigorous approaches to explaining the typical performance of algorithms with a focus on the following approaches: smoothed analysis, condition numbers/parametric analysis, and subclassing inputs.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Full Course
- Provider:
- MIT
- Provider Set:
- MIT OpenCourseWare
- Author:
- Spielman, Daniel
- Date Added:
- 01/01/2002
Quick introduction, then two short videos about Steve Jobs and Bill Games, then a description of computational artifacts and creative process.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Interactive
- Provider:
- Michigan Virtual
- Date Added:
- 12/11/2018
- Subject:
- Computer Science
- Material Type:
- Lesson Plan
- Author:
- Duncan deBruin
- Date Added:
- 07/11/2019