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Computer Science

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Automatic Speech Recognition, Spring 2003
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CC BY-NC-SA
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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
Beats Empire
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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
Bee Bot Circus
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CC BY-NC-SA
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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
Boredom Buster DL Hyperdoc
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CC BY-NC-SA
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In this week 1 of 6 hyperdocs, students are presented a problem and solve it through the use of one of the Computational Thinking strategies. This lesson is designed with K-5 in mind, and can be adapted to meet the needs of any classroom.Week 1 Problem: James has just learned that he has to stay inside for a few weeks and can’t play with his friends. He has an iPad, but his mom said he can only have it for 30 minutes a day. He also has toys, but says he is bored of them and has nothing fun to do. His mom said he could have anything in her craft room, but he doesn’t know what to do with the boxes, string, fabric, tape, sticks, and paint.  What can James do to make his day fun?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
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
Building Cryptosystems
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This video module presents an introduction to cryptography - the method of sending messages in such a way that only the intended recipients can understand them. In this very interactive lesson, students will build three different devices for cryptography and will learn how to encrypt and decrypt messages. There are no prerequisites for this lesson, and it has intentionally been designed in a way that can be adapted to many audiences. It is fully appropriate in a high school level math or computer science class where the teacher can use it to motivate probability/statistics or programming exercises. nteractive lesson, students will learn to build the cryptography devices and will learn how to send and ''crack'' secret messages.

Subject:
Applied Science
Computer Science
Material Type:
Lecture
Provider:
MIT
Provider Set:
MIT Blossoms
Author:
Daniel J. Sturtevant
Date Added:
04/07/2020
Building Cryptosystems
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CC BY-NC-SA
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This video module presents an introduction to cryptography - the method of sending messages in such a way that only the intended recipients can understand them. In this very interactive lesson, students will build three different devices for cryptography and will learn how to encrypt and decrypt messages. There are no prerequisites for this lesson, and it has intentionally been designed in a way that can be adapted to many audiences. It is fully appropriate in a high school level math or computer science class where the teacher can use it to motivate probability/statistics or programming exercises. nteractive lesson, students will learn to build the cryptography devices and will learn how to send and ''crack'' secret messages.

Subject:
Applied Science
Computer Science
Material Type:
Lecture
Provider:
M.I.T.
Provider Set:
M.I.T. Blossoms
Author:
Daniel J. Sturtevant
Date Added:
02/15/2018
CS First - Adventure on the High Seas
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Students animate an ocean wave, then tell a story that takes place on the high seas.

Adventure on the High Seas is a one-hour activity designed to be completed within 45-75 minutes. Students will watch a series of videos and create one coding project with opportunities to personalize their work using “Add-Ons,” which are mini-coding challenges that build on top of the core project.

Subject:
Applied Science
Computer Science
English Language Arts
Material Type:
Activity/Lab
Author:
Google
Date Added:
04/13/2020
CS First - Art
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CC BY-SA
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Students create animations, interactive artwork, photograph filters, and other exciting, artistic projects using code.

Art is a complete theme designed to be completed over eight, 45-75 minute sessions. For each activity, students will watch a series of videos and create one coding project with opportunities to personalize their work using “Add-Ons,” which are mini-coding challenges that build on top of the core project.

Subject:
Applied Science
Arts and Humanities
Computer Science
Material Type:
Activity/Lab
Author:
Google
Date Added:
04/13/2020
CS First - Fashion & Design
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CC BY-SA
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Students build fashion-themed programs including a fashion walk, a stylist tool, and a pattern maker.

Fashion & Design is a complete theme designed to be completed over eight, 45-75 minute sessions. For each Activity, students will watch a series of videos and create one coding project with opportunities to personalize their work using “Add-Ons,” which are mini-coding challenges that build on top of the core project.

Subject:
Applied Science
Computer Science
Material Type:
Activity/Lab
Author:
Google
Date Added:
04/13/2020
CS First - Friends
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CC BY-SA
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Students work in pairs, tell the story of how their friendship started, and imagine a company together.

Friends is a complete theme designed to be completed over eight, 45-75 minute sessions. For each Activity, students will watch a series of videos and create one coding project with opportunities to personalize their work using “Add-Ons,” which are mini-coding challenges that build on top of the core project.

Subject:
Applied Science
Computer Science
Material Type:
Activity/Lab
Author:
Google
Date Added:
04/13/2020
CS First - Game Design
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CC BY-SA
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Students learn basic video game coding concepts by making different types of games, including racing, platform, and launching.

Game Design is a complete theme designed to be completed over eight, 45-75 minute sessions. For each activity, students will watch a series of videos and create one coding project with opportunities to personalize their work using “Add-Ons,” which are mini-coding challenges that build on top of the core project.

Subject:
Applied Science
Computer Science
Material Type:
Activity/Lab
Author:
Google
Date Added:
04/13/2020
CS First - Gumball's Coding Adventure
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In this collaboration between Cartoon Network and CS First, students tell a story using the characters from “The Amazing World of Gumball.”

Gumball’s Coding Adventure is a one-hour activity designed to be completed within 45-75 minutes. Students will watch a series of videos and create one coding project with opportunities to personalize their work using “Add-Ons,” which are mini-coding challenges that build on top of the core project.

Subject:
Applied Science
Computer Science
Material Type:
Activity/Lab
Author:
Cartoon Network
Google
Date Added:
04/13/2020