The purpose of this learning video is to show students how to think more freely about math and science problems. Sometimes getting an approximate answer in a much shorter period of time is well worth the time saved. This video explores techniques for making quick, back-of-the-envelope approximations that are not only surprisingly accurate, but are also illuminating for building intuition in understanding science. This video touches upon 10th-grade level Algebra I and first-year high school physics, but the concepts covered (velocity, distance, mass, etc) are basic enough that science-oriented younger students would understand. If desired, teachers may bring in pendula of various lengths, weights to hang, and a stopwatch to measure period. Examples of in- class exercises for between the video segments include: asking students to estimate 29 x 31 without a calculator or paper and pencil; and asking students how close they can get to a black hole without getting sucked in.
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The aim of this video is to introduce high school students to the engineering concept of road construction and to the reasons why problems might arise in road construction. Presentation of this concept is made more accessible to students by comparing road construction to the art of baking a layer cake. This simple comparison can serve to emphasize how important it is to follow proper procedures and to use proper materials for successful road construction. The approach used is highly correlated with the common knowledge of baking layer cakes in Malaysia. Students should be able to relate the procedure of baking a layer cake to the importance of following the correct methods of road construction. An understanding of basic statistics is necessary before starting this lesson. This lesson will take almost 60 minutes to complete. During activity breaks, students are required to answer questions and complete assigned tasks related to the subject.
This book, Basics of Fluid Mechanics, describes the fundamentals of fluid mechanics phenomena for engineers and others. This book is designed to replace all introductory textbook(s) or instructors notes for the fluid mechanics in undergraduate classes for engineering/science students but also for technical peoples. It is hoped that the book could be used as a reference book for people who have at least some basics knowledge of science areas such as calculus, physics, etc.
Overview: In this project students develop a computer game in Scratch using their understanding of loops, conditional statements, variables and events that tells the story of a hunter or gatherer from an indigenous culture of their choice. Developed by Allen Distinguished Educators, Nick Nohner and Chris Bartlo, this project integrates computer science, design, and social studies concepts and meets learning standards in computer science.
In this guide you will find eleven terms and definitions for Computational Thinking (CT) concepts. These concepts can be incorporated into existing lesson plans, projects, and demonstrations in order to infuse CT into any disciplinary subject.
The original copy of this information was created by Google and shared at https://docs.google.com/document/d/1i0wg-BMG3TdwsShAyH_0Z1xpFnpVcMvpYJceHGWex_c/edit. The only change made has been the format of the document. All information is exactly the same.
In this lesson students will see how volcanoes as they relate to deposition work to continually change the surface of our planet. This lesson provides visual evidence of changes that the earth undergoes in area where volcanic activity is prevalent. Students will acquire knowledge to understand what volcanoes are, how they form, and the differnt careers that participate in creating safety precautions before volcanic activity. Students will build and program a safety device that simulates a volcano activity. This lesson can be used to supplement Unit 3 Overview Dynanic Earth: Shaping the Land, Learning Set 5.
Introduces engineering techniques and practices to high school students. The nature of engineering and it's societal impact are covered, as well as the educational and legal requirements needed to become an engineer. This book is designed for a broad range of student abilities and does not require significant math or science prerequisites.
Unit Summary: Simple machines are devices with few or no moving parts that make work easier. Students are introduced to the six types of simple machines "” the wedge, wheel and axle, lever, inclined plane, screw, and pulley "” in the context of the construction of a pyramid, gaining high-level insights into tools that have been used since ancient times and are still in use today. In two hands-on activities, students begin their own pyramid design by performing materials calculations, and evaluating and selecting a construction site. The six simple machines are examined in more depth in subsequent lessons in this unit.
Engineering Connection: Why do engineers care about simple machines? How do such devices help engineers improve society? Simple machines are important and common in our world today in the form of everyday devices (crowbars, wheelbarrows, highway ramps, etc.) that individuals, and especially engineers, use on a daily basis. The same physical principles and mechanical advantages of simple machines used by ancient engineers to build pyramids are employed by today's engineers to construct modern structures such as houses, bridges, and skyscrapers. Simple machines give engineers added tools for solving everyday challenges.
This lesson focuses on the biggest problem faced by any young programmer - i.e. the LOGIC BUILDING required while solving a particular problem. With programming, the solution to a particular problem lies in the head, but one is unable to convert it into a computer program. This is because the thought processes of a human are much faster than the sense of observation. If this thought process could be slowed down, logic to solve a programming problem could be found very easily. This lesson focuses on converting this psychological thought process in a step-by -step logic fashion that a computer program can understand. This lesson is recorded in a kitchen where the basic programming concepts are taught by giving examples from the process of making a mango milk shake. This lesson teaches the 4 following techniques: 1) Swapping two variables by swapping a glass of milk with a glass of crushed ice; 2) Finding max from an array by finding the biggest mango; 3) Sorting an array by arranging the jars; and 4) Understanding the concept of a function, parameters and return type by comparing it with the blender/juicer. The lesson targets those students who know the syntax of programming in any language (C or GWBASIC preferred), but are unable to build the logic for a program. It can be taught in a class of 45 to 50 minutes.
This lesson is also available in Mandarin Chinese.
High School seniors in San Diego, California designed and built curved wooden chairs, researching design and marketing, using CAD programs and shop tools. The project authentically incorporated high-level high school math. This film features an interview with the math teacher and the art teacher, and shows multiple drafting of the work. Illuminates Mathematical Practice Standard 1.
The aim of this video lesson is to teach students about the different topologies of computer networks and how they function. The approach that is used is highly correlated with common knowledge about weddings and the local Malay culture associated with weddings. Students should be able to relate the act of delivering food to a large crowd of people to the basic principles of network topologies and the method of data transfer within each type of topology. The lesson will begin in a classroom with students working in small groups, answering assigned questions. Teaching aids such as color cards will be used. One student from each group will be appointed as the wedding event manager, and she/he will have to discuss and act out with group members in order to answer more challenging questions. At the end of the lesson, students will be asked to come up with their own version of a hybrid computer network topology. The lesson concept taught here not only educates students on computer topologies, but also introduces students to an important cultural perspective of Malaysia. Above all, this video is designed to assist students with their study of Computer Literacy in schools. The lesson will take up to 60 minutes to complete. Materials needed include: 10 red cards representing waitresses; 10 green cards representing waiters; 10 blue cards representing tables in the hall; a sketch book; and classroom tables and chairs.
This lesson will allow students to build their own balloon car racer as an introduction to engineering and coding. Each pair or team of students will be able to engineer their balloon car, measure the performance of their cars using yard sticks, and set up a basic algorithm to construct and run their machine.PURPOSEThe goals for this lesson are to: (1) integrate engineering and coding to young students; (2) have students independenty identify the steps (an algorithm) to build and improve their racers; (4) be able to spot "bugs" in their algorithm; (3) integrate measurement and addition operations to determine which car went furthest overall; and (4) teach perserverance by showing students that it is normal to find bugs in algorithms/coding.
This is an engaging project for students who have never programmed before. Students create a musical light show by designing and programming their own Arduino-based circuit. They will problem-solve timing, frequency, color, circuit design and the language of Arduino-based programming to create custom made light-up electronic music boxes. This project was developed by Allen Distinguished Educators Tracey Winey and Dawn DuPriest.
Using the engineering design process,students will be designing and building a lantern that they will hypothetically be taking with them as they explore a newly discovered cave. The criteria of the completed lantern will include: hands need to be free for climbing, the lantern must have an on/off switch, it must point ahead when they are walking so they can see in the dark, and the lantern must be able to stay lit for at least 15 minutes. The constraints of the activity will be limited materials with which to build. At the completion of the activity, the students will present their final lantern to the class explaining how they revised and adapted the lantern to meet the criteria of the project. Students will include in the presentation the sketch of the model they created prior to building showing the labeled circuit they designed. This activity was one of numerous engineering lessons from the Virginia Children's Engineering Council geared towards Grades 1-5. http://www.childrensengineering.org/technology/designbriefs.php
A collaboration between the National Aeronautics and Space Administration (NASA) and the CK-12 Foundation, this book provides high school mathematics and physics teachers with an introduction to the main principles of modeling and simulation used in science and engineering. An appendix of lesson plans is included.
Students design, build and evaluate a spring-powered mouse trap racer. For evaluation, teams equip their racers with an intelligent brick from a LEGO© MINDSTORMS© EV3 Education Core Set and a HiTechnic© acceleration sensor. They use acceleration data collected during the launch to compute velocity and displacement vs. time graphs. In the process, students learn about the importance of fitting mathematical models to measurements of physical quantities, reinforce their knowledge of Newtonian mechanics, deal with design compromises, learn about data acquisition and logging, and carry out collaborative assessment of results from all participating teams.
This is a Physical Science journal that supports student investgation of forces of change and nanoscale.
This teacher's edition provides suggestions for using the Nanoleap Student Journal in the classroom. Nanoleap is a Physical Science journal that supports student investgation of forces of change and nanoscale.
These NanoSense Student Materials have been designed to help high school students understand science concepts that account for nanoscale phenomena, and the principles, applications, and implications of nanoscale science.
These NanoSense Teacher Materials been designed to help teachers help high school students understand science concepts that account for nanoscale phenomena, and the principles, applications, and implications of nanoscale science.