CSforDetroit

A collection of lessons and resources to assist teachers in bringing computer science into the classroom.
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All resources in CSforDetroit

Searching Algorithms

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Computers are often required to find information in large collections of data. They need to develop quick and efficient ways of doing this. This activity demonstrates three different search methods: linear searching, binary searching and hashing.

Material Type: Lesson Plan

Author: Duncan deBruin

Mouse Trap Racing In The Computer Age

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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.

Material Type: Lesson Plan

Author: Blair Sawyers

"Program Your Own Game"

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DescriptionOverview: Lesson focuses on how software engineers design computer games and other software. Student teams work together to develop a simple computer program using free software that is available in multiple languages. Teams evaluate the games developed by other teams and present findings to the class.

Material Type: Lesson Plan

Author: Blair Sawyers

Coding and Computer Science-VEX Robotics-Intermediate

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DescriptionOverview:Students will become familiar with the Interface, learning how to setup Robot and sensors. Students examine Robot virtual worlds, studying motor polarity movement, how to rename motors, and how to use time as a variable. Students learning how to control speed and direction, studying specifically Motor Power Levels, Turning and Reversing, and Manual Straightening. Students complete the Pathway by learning how to accomplish a specific task with their robot, studying the use of shaft encoders as a variable instead of time, writing conditional statements, and how to use the sensor debug window.Subject:Computer Science Level:Middle School, High School Grades: Grade 7, Grade 8, Grade 9, Grade 10 Material Type:Activity/Lab Author:Brian Nicholas, Dan Smith Date Added:03/05/2019License:Creative Commons Attribution-NonCommercial-ShareAlike 4.0  Language:English Media Format:Interactive

Material Type: Lesson Plan

Author: Blair Sawyers

Light Up Music Box

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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.

Material Type: Lesson Plan

Author: Blair Sawyers

Kindergarten Mystery Science Force Olympics Mystery 3 Extension

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This lesson is an extension of Mystery Science Force Olympics Mystery 3. In this extension, students will create a wrecking ball using the Lego WeDo 2.0 kit and program it to knock down a wall. Students will experiment with different variables (like speed, distance and string length) to answer the question: "How can you knock down a wall?" (credit Mystery Science Mystery 3 guiding question). This activity should be done over multiple days (viewing mystery, building the robot and programing and experimenting). Building instructions for the wrecking ball arm are attached as picture steps.

Material Type: Lesson Plan

Author: Taylor White