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Research Topics in Architecture: Citizen-Centered Design of Open Governance Systems, Fall 2002
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In this seminar, students will design and perfect a digital environment to house the activities of large-scale organizations of people making bottom-up decisions, such as with citizen-government affairs, voting corporate shareholders or voting members of global non-profits and labor unions. A working Open Source prototype created last semester will be used as the starting point, featuring collaborative filtering and electronic agent technology pioneered at the Media Lab. This course focuses on development of online spaces as part of an interdependent human environment, including physical architectures, mapped work processes and social/political dimensions. A cross-disciplinary approach will be taken; students with background in architecture, urban planning, law, cognition, business, digital media and computer science are encouraged to participate. No prior technical knowledge is necessary, though a rudimentary understanding of web page creation is helpful.

Subject:
Art and Design
Computer Science
Fine Arts
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Mitchell, William John
Date Added:
01/01/2002
Riot Games - 'URF' Game Design Curriculum
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CC BY-NC-SA
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Welcome to the URF Academy, a free resource for educators who seek to encourage and inspire the next generation of game designers.

Our Game Design Curriculum is our way to share our love for and knowledge of games to students everywhere. We designed it with accessibility top of mind—any teacher with access to the internet and a printer should be able to teach students how to design a fun game.

In our six-module curriculum, we outline the principles of game design using a simple framework and explore concepts through engaging workshops and activities. Students will learn about the language and theory necessary to engage deeply with games and ultimately collaborate in groups to design a paper prototype of a multiplayer game.

History: In 2016, a group of Rioters launched URF Academy, an interactive game design workshop for high school students at our headquarters in Los Angeles. URF Academy’s goals were to teach local students about fundamental concepts in game design and showcase the breadth of careers in the gaming industry.

After hosting more than 500 students over the course of two years, we expanded URF to several regional offices, including St. Louis, Dublin, Sydney, São Paulo, and Mexico City. Simultaneously, we began co-developing a free, online curriculum with two veteran computer science and game design educators to empower teachers to provide high quality game design instruction to high school students around the world.

Subject:
Art and Design
Career and Technical Education
Computer Science
Education
Educational Technology
Fine Arts
Technology and Engineering
Material Type:
Activity/Lab
Assessment
Curriculum Map
Game
Homework/Assignment
Interactive
Learning Task
Lesson
Lesson Plan
Module
Other
Self Assessment
Student Guide
Unit of Study
Author:
Alicia Morris
Amanda Jeffrey
Blake Edwards
Brian Chui
Chris Reed
Dan Nabel
Erika Haas
Gabby Cherney
Jeffrey C. Burrell
Jessica Martincic
Jimmy Hahn
Joanne Lin
Jocelyn Monahan
Jordan Schmidt
Kathleen Mercury
Matthew Leung-Harrison
Mike Foster
Nancy Se
Stone Librande
Vishnu Kalugotla
Riot Games
Date Added:
09/17/2024
Robocraft Programming Competition, January (IAP) 2005
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CC BY-NC-SA
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The 6.370 Robocraft programming competition is a unique challenge that combines battle strategy and software engineering. In short, the objective is to write the best player program for the computer game Robocraft. The course is offered during MIT's Independent Activities Period (IAP) - a special 4-week term that runs the full month of January.

Subject:
Computer Science
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Ernst, Michael Dean
Date Added:
01/01/2005
Robot Design Challenges
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Educational Use
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Through the two lessons and five activities in this unit, students' knowledge of sensors and motors is integrated with programming logic as they perform complex tasks using LEGO MINDSTORMS(TM) NXT robots and software. First, students are introduced to the discipline of engineering and "design" in general terms. Then in five challenge activities, student teams program LEGO robots to travel a maze, go as fast/slow as possible, push another robot, follow a line, and play soccer with other robots. This fifth unit in the series builds on the previous units and reinforces the theme of the human body as a system with sensors performing useful functions, not unlike robots. Through these design challenges, students become familiar with the steps of the engineering design process and come to understand how science, math and engineering including computer programming are used to tackle design challenges and help people solve real problems. PowerPoint® presentations, quizzes and worksheets are provided throughout the unit.

Subject:
Career and Technical Education
Computer Science
Technology and Engineering
Material Type:
Full Course
Unit of Study
Provider:
TeachEngineering
Provider Set:
TeachEngineering NGSS Aligned Resources
Author:
GK-12 Program,
Sachin Nair, Riaz Helfer, Pranit Samarth, Satish S. Nair
Date Added:
09/18/2014
Robot Soccer Challenge
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Educational Use
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Students learn how two LEGO MINDSTORMS(TM) NXT intelligent bricks can be programmed so that one can remotely control the other. They learn about the components and functionality in the (provided) controller and receiver programs. When its buttons are pressed, the NXT brick assigned as the remote control device uses the controller program to send Bluetooth® messages. When the NXT taskbot/brick assigned as the receiver receives certain Bluetooth messages, it moves, as specified by the receiver program. Students examine how the programs and devices work in tandem, gaining skills as they play "robot soccer." As the concluding activity in this unit, this activity provides a deeper dimension of understanding programming logic compared to previous activities in this unit and introduces the relatively new and growing concept of wireless communication. A PowerPoint® presentation, pre/post quizzes and a worksheet are provided.

Subject:
Career and Technical Education
Computer Science
Technology and Engineering
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering NGSS Aligned Resources
Author:
GK-12 Program, Computational Neurobiology Center,
Riaz Helfer, Sachin Nair, Pranit Samarth, Satish S. Nair
Date Added:
09/18/2014
SIK Keyboard Instrument
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Students work as if they are electrical engineers to program a keyboard to play different audible tones depending on where a sensor is pressed. They construct the keyboard from a soft potentiometer, an Arduino capable board, and a small speaker. The soft potentiometer “keyboard” responds to the pressure of touch on its eight “keys” (C, D, E, F, G, A, B, C) and feeds an input signal to the Arduino-capable board. Each group programs a board to take the input and send an output signal to the speaker to produce a tone that is dependent on the input signal—that is, which “key” is pressed. After the keyboard is working, students play "Twinkle, Twinkle, Little Star" and (if time allows) modify the code so that different keys or a different number of notes can be played.

Subject:
Career and Technical Education
Computer Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Author:
Lauchlin Blue, University of Colorado Boulder
Shawn Hymel, SparkFun
SparkFun Education
Date Added:
10/13/2017
SLDS Data Use Standards: Knowledge, Skills, and Professional Behaviors for Effective Data Use
Restricted Use
Copyright Restricted
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As state and local education agencies increasingly focus on serving educators with their data systems, a common challenge has arisen: identifying the critical knowledge and skills needed by teachers and administrators to use data effectively. Many states are creating data literacy and data use training programs for pre- and in-service educators without a common foundation on which to base the content. In addition, several state education agencies and educator preparation programs have begun communicating about how to create a stronger alignment between pre- and in-service training for educators regarding data use.

Subject:
Agriculture, Food and Natural Resources
Art and Design
Biology
Business and Information Technology
Career and Technical Education
Character Education
Chemistry
Civics and Government
Computer Science
Early Learning
Earth and Space Science
Economics
Education
English Language Arts
Environmental Science
Ethnic Studies
Family and Consumer Sciences
Fine Arts
Geography
Geology
Health Science
Life Science
Marketing, Management and Entrepreneurship
Mathematics
Nutrition Education
Performing and Visual Arts
Physical Science
Physics
Psychology
Social Studies
Sociology and Anthropology
Technology and Engineering
World Cultures
World Languages
Material Type:
Other
Provider:
National Center for Education Statistics
Date Added:
03/23/2017
SLIDES: Webinar Part #1 of Video Game Collection Development (The "Why", "What", and "How" of Selection & Acquisition)
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CC BY-NC-ND
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This is a .pdf of the accompanying slides that Chris Baker, Jenna Gilles, and Jamie Hein used in their "Video Game Collections in Libraries, Pt. #1: The 'Why', 'What', and 'How' of Selection & Acquisition" webinar that was originally offered on October 30, 2024, from 11:00 AM to 12:00 noon EDT (10:00-11:00 am CST).To watch the webinar, you can visit this link on WISELearn; alternatively, you can watch it directly on YouTube.Any questions? Please contact presentation lead Chris Baker at Chris.Baker@dpi.wi.gov. Thanks for watching -- and thank you for implementing video game collections in your library spaces!

Subject:
Computer Science
Education
Educational Technology
Information and Technology Literacy
Library and Information Science
Media Arts
Material Type:
Learning Task
Lecture Notes
Lesson
Other
Primary Source
Reading
Reference Material
Teaching/Learning Strategy
Unit of Study
Author:
Chris Baker
Date Added:
11/12/2024
STEM Resources for K-12 Teachers
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ORISE (Oak Ridge Institute for Science and Education) provides valuable STEM resources for K-12 teachers, students, and parents.

STEM Learning Resources for Teachers:
Educators teaching K-12 grades can access a library of hands-on STEM lesson plans suitable for all ages.
They can also share their own original STEM lesson plans through ORISE lesson plan competitions.
These resources enhance classroom learning and foster curiosity and innovation in student education.
Online Activities for Students and Parents:
Parents and K-12 students can explore a selection of online games and activities.
These activities introduce students to various STEM subjects, including computer programming, environmental sciences, virtual reality, and coding.
By participating in these activities, students develop skills that lay the foundation for future STEM careers.
Competitive Educational Experiences:
Elementary to high school students have opportunities to gain competitive educational experiences through ORISE K-12 student competitions.
These experiences encourage engagement and excitement in STEM learning.
STEM Career Spotlights:
ORISE highlights various STEM careers, inspiring students to explore diverse paths.
Whether you’re interested in science, technology, engineering, or mathematics, this resource provides insights into potential career trajectories.
Harnessed Atom Middle School STEM Curriculum:
Developed under a contract with the U.S. Department of Energy’s Office of Nuclear Energy, the Harnessed Atom curriculum provides non-biased information on energy science and nuclear energy.
It engages students by covering essential principles related to energy and matter.

Subject:
Career and Technical Education
Computer Science
Earth and Space Science
Health Science
Life Science
Physical Science
Material Type:
Activity/Lab
Date Added:
03/29/2024
School Mascot Name Animation
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CC BY-NC-SA
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Based on the Scratch "Animate Your Name" tip tutorial, this mini-lesson has students showing their school spirit by animating their school mascot.  The step-by-step instructions assume that the teacher has a little exposure to the Scratch platform.

Subject:
Career and Technical Education
Computer Science
Information and Technology Literacy
Media Arts
Material Type:
Lesson Plan
Author:
Jane Strong
Date Added:
03/15/2018
Science Lessons for PreK and Elementary School
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CC BY-NC-SA
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Share My Lesson offers a collection of free elementary science resources for preK-5 students. Educators, parents, and tutors can access a variety of materials, including lesson plans, activities, and videos. The content covers a range of science topics, from life science to space science to engineering. Whether you’re teaching in the classroom or supporting learning at home, these resources aim to spark a love for science among elementary students.

Subject:
Computer Science
Earth and Space Science
Library and Information Science
Life Science
Material Type:
Activity/Lab
Date Added:
03/29/2024
Scratch Cards
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Copyright Restricted
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Pre-made cards that are appropriate for students learning Scratch. Each card breaks down a specific complex action and how to program that action using the Scratch blocks. 
Found on the ScratchEd website, which provides a huge variety of resources, tutorials and other support to educators teaching programming concepts through Scratch.

Subject:
Computer Science
Material Type:
Activity/Lab
Diagram/Illustration
Reference Material
Teaching/Learning Strategy
Provider:
ScratchEd / Harvard
Date Added:
04/20/2016
Selected Topics in Cryptography, Spring 2004
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CC BY-NC-SA
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This course will cover a number of advanced "selected topics" in the field of cryptography. The content may include, depending on the time available and student interest, topics such as: cryptographic protocols (general security definitions, composition theorems, protocols for specific tasks such as commitments and key exchange, general multi-party computation, composable notions of security for PK encryption and signatures), theory of extractors, privacy amplification, special-purpose factoring devices (and algorithms), concrete security arguments, differential cryptanalysis, public-key infrastructures, and protocols for electronic voting.

Subject:
Computer Science
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Ran
Rivest
Ronald Canetti
Date Added:
01/01/2004
Semiconductor Manufacturing, Spring 2003
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CC BY-NC-SA
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6.780 covers statistical modeling and the control of semiconductor fabrication processes and plants. Topics include design of experiments, response surface modeling, and process optimization; defect and parametric yield modeling; process/device/circuit yield optimization; monitoring, diagnosis, and feedback control of equipment and processes; analysis and scheduling of semiconductor manufacturing operations.

Subject:
Career and Technical Education
Computer Science
Education
Technology and Engineering
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Boning, Duane
Date Added:
01/01/2003
Semiconductor Optoelectronics: Theory and Design, Fall 2002
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CC BY-NC-SA
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6.977 focuses on the physics of the interaction of photons with semiconductor materials. The band theory of solids is used to calculate the absorption and gain of semiconductor media. The rate equation formalism is used to develop the concepts of laser threshold, population inversion and modulation response. Matrix methods and coupled mode theory are applied to resonator structures such as distributed feedback lasers, tunable lasers and microring devices. The course is also intended to introduce students to noise models for semiconductor devices and to applications of optoelectronic devices to fiber optic communications.

Subject:
Career and Technical Education
Computer Science
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Ram, Rajeev J.
Date Added:
01/01/2002
Simulating the Bug
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Educational Use
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Students modify a provided App Inventor code to design their own diseases. This serves as the evolution step in the software/systems design process. The activity is essentially a mini design cycle in which students are challenged to design a solution to the modification, implement and test it using different population patterns The result of this process is an evolution of the original app.

Subject:
Career and Technical Education
Computer Science
Technology and Engineering
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering NGSS Aligned Resources
Author:
Douglas Bertelsen
IMPART RET Program, College of Information Science & Technology,
Date Added:
09/18/2014