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  • MI.CS.3A.AP.13 - Create prototypes that use algorithms to solve computational problems ...
Ada's Violin Resouces - Promoting STEM Through Literature (PSTL)
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The true tale of the Recycled Orchestra of Paraguay, an orchestra made up of children playing instruments built from recycled trash. The resources includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Students will create their own musical instruments with recyclable materials.

A document is included in the resources folder that lists the complete standards-alignment for this book activity.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020
Android App Development
Read the Fine Print
Educational Use
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Students develop an app for an Android device that utilizes its built-in internal sensors, specifically the accelerometer. The goal of this activity is to teach programming design and skills using MIT's App Inventor software (free to download from the Internet) as the vehicle for learning. The activity should be exciting for students who are interested in applying what they learn to writing other applications for Android devices. Students learn the steps of the engineering design process as they identify the problem, develop solutions, select and implement a possible solution, test the solution and redesign, as needed, to accomplish the design requirements.

Subject:
Applied Science
Engineering
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Brian Sandall
Scott Burns
Date Added:
09/18/2014
Balloons over Broadway Resouces - Promoting STEM Through Literature (PSTL)
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CC BY-NC-SA
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Tony Sarg was a puppeteer and marionette master who invented the first, larger than life, helium balloons for the annual Macy’s Thanksgiving Day Parade. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenges include: (1) Dash/Sphero: Develop a Macy’s Day Parade route using tape on the ground with a partner. Then, switch routes with another group and program the robot of your choice to navigate the parade route using code. (2) Ozobot: Develop a synchronized dance routine for both Ozobots for the stage of the Macy’s day parade using https://ozoblockly.com/editor (3) Create a moveable puppet that will be featured in the Macy’s Day Parade.

A document is included in the resources folder that lists the complete standards-alignment for this book activity.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020
Beauty and the Beak Resouces - Promoting STEM Through Literature (PSTL)
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CC BY-NC-SA
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The true, inspiring story of Beauty, the bald eagle, who was shot, rescued, and received a 3D-printed prosthetic beak. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenges: (1) Use paper and pencil to design a prosthetic body part for a human or animal. Then use tinkercad.com to create a prototype. Finally, use a 3D printer to print the prosthetic. (2) Have students research animals who use prosthetics. Then, improve the design in Tinkercad and 3D Print.

A document is included in the resources folder that lists the complete standards-alignment for this book activity.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020
The Boy Who Harnessed the Wind Resouces
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CC BY-NC-SA
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Using scrap metal and spare parts, William Kamkwamba created a windmill to harness the wind and bring electricity and running water to his Malawian village. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Develop a way to harness the wind by designing with Strawbees.

A document is included in the resources folder that lists the complete standards-alignment for this book activity.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020
The Boy Who Thought Outside the Box Resouces - Promoting STEM Through Literature (PSTL)
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CC BY-NC-SA
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Ralph Baer’s family fled Nazi Germany for the US when he was a child. Using wartime technology, Baer thought outside the box and transformed the television into a vehicle for gaming. His invention was the birth of the first home console, the Odyssey, a precursor to the Atari gaming system. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenges: (1) Think outside the box. What’s something you use everyday, but not for its “intended” purpose? Examples: A broom to clean the snow off your car windshield, a trash bag as a sled. Now, think of a problem you might have at school, home, et al. Invent an item that would solve this problem. (2) Let’s think outside the box! Design the latest and greatest technology for kids to hit the market! Make it the *most* fun anyone has ever had. You may NOT use anything on the market - any technology currently on the market is off limits. Use your imagination, do not put limitations on it, and be as creative as you can. (3) Use household items to create a prototype of your new invention.

A document is included in the resources folder that lists the complete standards-alignment for this book activity.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020
Bringing Algorithms into the Classroom
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CC BY-NC-SA
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Students will take a sequence of events or steps for some process and create an algorithm. This could apply to any content area. They will display the algorithm in flowchart form. This activity can be modified for all grade levels and content areas.

Subject:
Applied Science
Arts and Humanities
Computer Science
English Language Arts
Life Science
Mathematics
Physical Science
Material Type:
Activity/Lab
Date Added:
02/16/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.22: Project - Design a Game
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CC BY-NC-SA
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Students will plan and build their own game using the project guide from the previous two lessons to guide their project. Working individually or in pairs, students will first decide on the type of game they'd like to build, taking as inspiration a set of sample games. They will then complete a blank project guide where they will describe the game's behavior and scope out the variables, sprites, and functions they'll need to build. In Code Studio, a series of levels prompts them on a general sequence they can use to implement this plan. Partway through the process, students will share their projects for peer review and will incorporate feedback as they finish their game. At the end of the lesson, students will share their completed games with their classmates. This project will span multiple classes and can easily take anywhere from 3-5 class periods.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
12/11/2019
CS Principles 2019-2020 4.10.13: Practice PT - Big Data and Cybersecurity Dilemmas
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CC BY-NC-SA
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To conclude their study of big data and cryptography, students will complete a small research project related to a dilemma presented by Big Data or Cybersecurity, in the form of a Practice Performance Task. Students will pick one of two issues to research more deeply - either an issue related to big data, or one related to cybersecurity. Students will need to identify appropriate online resources to learn about the functionality, context, and impact of the technological innovation that gave rise to the dilemma they are investigating. After completing their research, students will present their findings both in a written summary and with an audio / visual artifact they found online. The written components students must complete are similar to those students will see in the AP Performance Tasks.

This project is an opportunity to practice many of the skills students will use when completing the Explore Performance Task on the AP® Exam at the end of the year. While an open-ended research project might be intimidating, students have built all the skills they need to complete this task.

**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.

**Note for 2017-18 School Year:** This Practice PT has NOT been updated to reflect changes to the [Explore PT Scoring Guidelines](https://apcentral.collegeboard.org/pdf/2018-explore-performance-tasks-sg.pdf) released in Fall 2017. We recommend you review those guidelines to understand the similarities between this project and the actual Explore PT.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
12/11/2019
CS Principles 2019-2020 4.1: Rapid Research - Cybercrime
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Students learn about various types of cybercrimes and the cybersecurity measures that can help prevent them. Then students perform a Rapid Research project investigating a particular cybercrime event with a particular focus on the data that was lost or stolen and the concerns that arise as a result. The Rapid Research activity features vocabulary, concepts, and skills that should help prepare them for the AP Explore PT, and also serves as a capstone for the sequence of lessons on encryption and security.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
12/11/2019
CS Principles 2019-2020 4.8.11: Hard Problems - Traveling Salesperson Problem
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In this lesson, students examine a classic problem in computer science, the Traveling Salesperson Problem (TSP). Students solve small instances of the problem, try to formulate algorithms to solve it, and discuss why these algorithms take a long time for computers (and humans) to compute. Students see how the TSP grows in size much faster than the problem of adding characters to a password. Even though we use encryption to motivate a desire to learn about computationally hard problems, they are valuable to know about, in and of themselves. This lesson covers some territory about how we reason formally and mathematically about algorithms and figuring out how “hard” something is for a computer to do.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
12/11/2019
CS Principles 2019-2020 5.10: Building an App: Color Sleuth
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This lesson attempts to walk students through the iterative development process of building an app (basically) from scratch that involves the use of `if` statements. Following an imaginary conversation between two characters - Alexis and Michael - students follow the problem solving and program design decisions they make for each step of constructing the app. Along the way they decide when and how to break things down into functions, and of course discuss the logic necessary to make a simple game.

The last step - writing code that executes an end-of-game condition - students must do on their own. How they decide to use `if` statements to end the game will require some creativity. The suggested condition - first to score 10 points - is subtly tricky and can be written many different ways.

At the conclusion of the lesson there are three practice Create PT-style questions as well as resources explaining the connection between this lesson and the actual Create PT. Depending on how you use these materials they can easily add an additional day to this lesson.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
12/11/2019
CS Principles 2019-2020 5.4: Controlling Memory with Variables
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This lesson gets into the basic mechanics of working with variables in programs. The lesson shows students how to create and assign values to variables and navigates through a series of common misconceptions about variables and how they work. Along the way, the lesson tries to build up the student’s mental model of how computers and programs work, which is essential for being able to reason about programs.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
12/11/2019
CS Principles 2019-2020 7.2: Create PT - Make a Plan
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This lesson uses the [r create-pt-survival-guide] as the backbone for a series of activities to ramp up to doing the actual Create PT. It contains activities to help students understand the algorithm and abstraction requirements of the task, as well as activities to help them narrow down and brainstorm ideas for their actual project.

The lesson concludes by providing students with resources to make a plan to complete the task staring in the next lesson.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
12/11/2019
ClayMates Resouces - Promoting STEM Through Literature (PSTL)
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CC BY-NC-SA
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Two blobs of clay go on an enjoyable adventure as they transform themselves into fun shapes and new things throughout their escapade. What will they be by the end of the book? The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Design a stop-motion video that morphs an item of your choice into another item. Before you begin, sketch out the process you’ll take to transform your item.

A document is included in the resources folder that lists the complete standards-alignment for this book activity.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020
Crayon Man Resouces - Promoting STEM Through Literature (PSTL)
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CC BY-NC-SA
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It’s easy to take today’s ubiquitous colored crayons for granted, but they were the result of one individual’s innovation. Biebow introduces Edwin Binney—a mustachioed man and head of a carbon black factory—who wished to make color-pigmented wax crayons that reflected the world outside. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Think about the school/community/world in which you live and identify a problem that could be solved with a new invention.

A document is included in the resources folder that lists the complete standards-alignment for this book activity.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020
Creating An App Through Musical Typing
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CC BY-NC
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DescriptionOverview: This lesson allows students to work on their keyboarding skills while creating pieces of music.  Students can choose classiccal music, current hits, or just play around with the keyboard. Students will then be able to create an app using Code.org's AppLab that uses a recording of the music they play.Subject:Computer Science, Business and Communication Level:Middle School, High School Grades:Grade 7, Grade 8, Grade 9, Grade 10, Grade 11, Grade 12 Material Type:Lesson Plan Author:Jennifer Clark Date Added:04/06/2019License: Creative Commons Attribution-NonCommercial 4.0  Language:English Media Format:Downloadable docs, Interactivehttps://www.oercommons.org/courseware/lesson/53119/overview

Subject:
Computer Science
Material Type:
Lesson Plan
Author:
Blair Sawyers
Date Added:
06/17/2019
Exploring Computer Science (Grades 9-10)
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CC BY-NC-SA
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Exploring Computer Science is a yearlong course developed around a framework of both computer science content and computational practice. Assignments and instruction are contextualized to be socially relevant and meaningful for diverse students. Units utilize a variety of tools/platforms and culminate with final projects around Human-Computer Interaction, Problem Solving, Web Design (HTML, CSS), Programming (Scratch, Edware), Computing & Data Analysis, and Robotics. ECS is recognized nationally as a preparatory course for AP Computer Science Principles. Watch this video and view this fact sheet for more information.

Subject:
Applied Science
Computer Science
Material Type:
Full Course
Provider:
New York City Department of Education
Provider Set:
Computer Science for All
Date Added:
02/22/2019
Full of Beans Resouces - Promoting STEM Through Literature (PSTL)
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CC BY-NC-SA
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After the Great Depression struck, Ford especially wanted to support ailing farmers. For two years, Ford and his team researched ways to use farmers’ crops in his Ford Motor Company. They discovered that the soybean was the perfect answer. Soon, Ford’s cars contained many soybean plastic parts, and Ford incorporated soybeans into every part of his life. He ate soybeans, he wore clothes made of soybean fabric, and he wanted to drive soybeans, too. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Think about the people in your community and the challenges they face. List three challenges that affect their daily life. Consider something you use every day and brainstorm how it could be repurposed or modified to address this problem.

A document is included in the resources folder that lists the complete standards-alignment for this book activity.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020
Hedy LaMarr's Double Life Resouces - Promoting STEM Through Literature (PSTL)
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Meet savvy scientist and inventor Hedy Lamarr, also known for her career as a glamorous international movie star. Dubbed "The Most Beautiful Woman in the World," Hedy actually preferred spending time creating inventions in her workshop to strutting down the red carpet. Hedy co-invented the technology known as frequency hopping, which turned out to be one of the most important scientific breakthroughs of the twentieth century! Today's cell phone, computers, and other electronic devices would be more vulnerable to hacking without the groundbreaking system discovered by a world-famous actress and gifted inventor. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Create small groups. Pass out one of the challenges listed in the lesson plan/book card to each group for them to come up with an invention that will solve the problem at hand.

Subject:
Applied Science
Arts and Humanities
English Language Arts
Mathematics
Reading Literature
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
REMC Association of Michigan
Provider Set:
Promoting STEM in Literature
Author:
REMC Association of Michigan
Date Added:
04/18/2020