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Using Databases and SQL
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In the late 1920s and early 1930s, William Dyer, Frank Pabodie, and Valentina Roerich led expeditions to the Pole of Inaccessibility in the South Pacific, and then onward to Antarctica. Two years ago, their expeditions were found in a storage locker at Miskatonic University. We have scanned and OCR the data they contain, and we now want to store that information in a way that will make search and analysis easy. Three common options for storage are text files, spreadsheets, and databases. Text files are easiest to create, and work well with version control, but then we would have to build search and analysis tools ourselves. Spreadsheets are good for doing simple analyses, but they don’t handle large or complex data sets well. Databases, however, include powerful tools for search and analysis, and can handle large, complex data sets. These lessons will show how to use a database to explore the expeditions’ data.

Subject:
Computer Science
Material Type:
Lesson
Provider:
NumFocus
Provider Set:
Software Carpentry
Author:
Abigail Cabunoc Mayes
Sheldon McKay
Date Added:
10/10/2017
Verizon lessons
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Verizon partners with the best minds at the intersection of education and technology to bring you cutting-edge resources.

Subject:
Computer Science
Material Type:
Activity/Lab
Date Added:
03/31/2024
Video Game Developer
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Join Danny Rubin, founder of Rubin, and guest Paul Silverman, head researcher at Bethesda (ex: Doom, Fallout, Skyrim) for an in-depth look at how to work in the video game industry. Students and teachers should also make use of the webinar worksheet at https://rubineducation.com/wp-content/uploads/2021/10/Rubin-Webinar-Worksheet-Q-and-A-about-Video-Game-Development-fall-2021-1.docx

Subject:
Career and Technical Education
Computer Science
Technology and Engineering
Material Type:
Other
Author:
Danny Rubin
Date Added:
01/02/2023
Video Game Developers
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Join Danny Rubin, founder of Rubin, and Paul Silverman and Ryan Woodland from Bethesda to learn how to pursue jobs in the video game industry. Students and teachers should also make use of the webinar worksheet at https://rubineducation.com/wp-content/uploads/2021/03/Rubin-Webinar-Worksheet-Q-and-A-about-Video-Game-Development.docx

Subject:
Business and Information Technology
Career and Technical Education
Computer Science
Material Type:
Other
Author:
Danny Rubin
Date Added:
01/02/2023
WEBINAR: Video Game Collections in Libraries, Pt. #1: The "Why", "What", and "How" of Selection & Acquisition
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CC BY-NC-ND
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Presenters:
Chris Baker (Public Library Consultant / Games & Learning Consultant, Library Services Team of the Wisconsin Dept. of Public Instruction), Jenna Gilles (Youth Services Associate, Chippewa Falls Public Library), & Jamie Hein (Library Director, Clintonville Public Library)

Description:
For years now, media usage data has shown that video games have led the entertainment industry by a massive margin, handily securing the crown as the most popular recreational medium on the planet. In the United States, 61% of Americans report playing video games for at least one hour every week; 29% of game players are 50 or older, and the average age of video gamers in the U.S. is 36, with a near-even split of 53% identifying as male, and 46% identifying as female.

The point? These impressive statistics represent an enormous opportunity for libraries in the U.S. to capitalize on – and illustrate that librarians ought to prioritize intentionally developing robust video game collections for their users to access; game collections can meaningfully help libraries reach a broader base of patrons, create exceptional new pathways for materials circulation, resonate with additional user identities, and help foster a 'community of practice' surrounding games in the library space. On top of this, video game collections help libraries showcase an earnest desire to remain relevant, accessible, and cutting-edge to their public.

In this first presentation in our series about video game collection development, you’ll hear from multiple librarians about the “why”, “what”, and “how” of video game selection and acquisition; we will highlight both philosophical and pragmatic best practices for developing video game collections – from advocacy data, to funding tips, to selection resources, to acquisition schedules, and more. A follow-up webinar in the series will focus on things like processing, borrowing rules, policy, and collection maintenance. You won’t want to miss these presentations!

Webinar date and time: October 30, 2024 11:00 AM EDT

This event was co-sponsored ALA's Games & Gaming Round Table: http://www.ala.org/rt/gamert

Subject:
Art and Design
Career and Technical Education
Computer Science
Education
Educational Technology
Fine Arts
Information and Technology Literacy
Library and Information Science
Media Arts
Technology and Engineering
Material Type:
Lesson
Other
Primary Source
Reference Material
Self Assessment
Teaching/Learning Strategy
Unit of Study
Author:
Indiana State Library
Jamie Hein
Jenna Gilles
Chris Baker
Date Added:
11/11/2024
WI K-12 Student Digital Skills Scope and Sequence
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CC BY
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This is a breakdown of the ITL standards that can be used by district teams to evaluate student digital skills scope and sequence. It is in Google Doc format so that districts may copy/customize it to focus on specific pieces of the ITL standards such as computational thinking to emphasis compuer science.

Subject:
Computer Science
Material Type:
Self Assessment
Author:
CITSC Group
Date Added:
04/23/2024
Ways to Study
Conditional Remix & Share Permitted
CC BY-NC-SA
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Scientific research and design is traditionally made to be published in books or magazines by use of text and images. The arrival of digital media and internet changed this dramatically and allowed new possibilities and far better accessibility of this work. Be this as it may, it is still paramount that the accuracy and completeness of published scientific work is maintained. This course will focus on this integrated concept, the learning of how to successfully make and publish your own website. In 6 lectures the several aspects of traditional scientific research will be treated by using the contemporary media. The course has the following study goals, that correspond with the given assignments and lectures: publishing own study and design work; making your work retrievable for others by use of key words; making use of digital media to describe own work; describing and evaluating of own work; making a bibliography and iconography; intrepretenting an image as a scientific document;describing in key words; compare images scientifically; deducting design types from image comparison; deducting design concepts from image comparison; deducting design models from image comparison; deducting design programs from image comparison; integrating different design concepts and becoming acquainted with research methods; defining an object of research, problem field, target field, design tools, own competence and context of research; formulating a site, context factors, motivation, design program, contribution, intended results and planning; justifying, referring and concluding of own work; giving and receiving professional critique.

Subject:
Computer Science
Material Type:
Lecture
Lecture Notes
Reading
Textbook
Provider:
Delft University of Technology
Provider Set:
Delft University OpenCourseWare
Author:
T.M. de Jong
Date Added:
02/03/2016
What Is a Computer Program?
Read the Fine Print
Educational Use
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Through four lesson and four activities, students are introduced to the logic behind programming. Starting with very basic commands, they develop programming skills while they create and test programs using LEGO MINDSTORMS(TM) NXT robots. Students apply new programming tools move blocks, wait blocks, loops and switches in order to better navigate robots through mazes. Through programming challenges, they become familiar with the steps of the engineering design process. The unit is designed to be motivational for student learning, so they view programming as a fun activity. This unit is the third in a series. 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, Computational Neurobiology Center,
Riaz Helfer, Sachin Nair, Pranit Samarth, Satish S. Nair
Date Added:
09/18/2014
What Is a Program?
Read the Fine Print
Educational Use
Rating
0.0 stars

Students are introduced to the basic concepts of computer programs, algorithms and programming. Using a few blindfolds and a simple taped floor maze exercise, students come to understand that computers rely completely upon instructions given in programs and thus programs must be comprehensive and thorough. Then students learn to program using the LEGO MINDSTORMS(TM) NXT software. They create and test basic programs, first using just the LEGO NXT intelligent brick, and then using basic movement commands with the LEGO NXT software on computers. A detailed PowerPoint® presentation, plus a worksheet and pre/post quizzes are provided.

Subject:
Career and Technical Education
Computer Science
Technology and Engineering
Material Type:
Lesson Plan
Provider:
TeachEngineering
Provider Set:
TeachEngineering NGSS Aligned Resources
Author:
GK-12 Program, Computational Neurobiology Center,
Riaz Helfer, Pranit Samarth, Satish S. Nair
Date Added:
09/18/2014
What Is an IR Sensor?
Read the Fine Print
Educational Use
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Students learn about infrared energy and how it is used to sense the surrounding environment. They review where infrared falls on the electromagnetic spectrum and learn how infrared sensors work, as well as various ways engineers and scientists create and apply infrared technology to study science and collect information for security, communications, medical, research and other purposes. Pre/post-quizzes and a take-home assignment are provided. Learning the concepts prepares students to conduct the associated activity in which they design and program Arduino-controlled robots that use IR sensors to follow a line and make designated stops, much like the automated guided vehicles used in industry and commerce.

Subject:
Career and Technical Education
Computer Science
Mathematics
Physical Science
Physics
Material Type:
Lesson
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Mark Supal
Robotics Engineering for Better Life and Sustainable Future RET, College of Engineering, Michigan State University
Date Added:
10/13/2017
Wisconsin High School Esports Association
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CC BY-NC-ND
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The Wisconsin High School Esports Association governs, supports and promotes the growth of high school esports through community development, advocacy, equitable participation, and interscholastic competition to enrich the educational experience.For more information, visit: https://www.wihsea.org/

Subject:
Computer Science
Information and Technology Literacy
Material Type:
Alternate Assessment
Diagram/Illustration
Game
Reference Material
Teaching/Learning Strategy
Author:
Chris Baker
Date Added:
04/23/2024
Workshop Kit: Creating educational board games and ARIS mobile stories
Conditional Remix & Share Permitted
CC BY-SA
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Are you interested in learning how to create (or have your students create) educational board games and mobile-based interactive stories and games? This collection of schedules, presentations, handouts and prototyping tools will get you off to a great start.
In this workshop, learners will:
-Learn about the Learning Science behind educational games
-Learn the process of designing analog educational games
-Learn how to use ARIS, a user-friendly, open-source platform for creating and playing mobile games, tours and interactive stories. 
-Use ARIS to create a location-based story or game

Subject:
Computer Science
Information and Technology Literacy
Material Type:
Full Course
Lesson Plan
Reference Material
Teaching/Learning Strategy
Provider:
Field Day
Date Added:
02/24/2016
Write Yourself a Scheme in 48 Hours
Conditional Remix & Share Permitted
CC BY-SA
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Most Haskell tutorials on the web use a style of teaching akin to language reference manuals. They show you the syntax of the language, a few language constructs, then tell you to create a few simple functions at the interactive prompt. The "hard stuff" of how to write a functioning, useful program is left to the end, or omitted entirely. This tutorial takes a different approach. You'll start off using and parsing the command-line, then progress to writing a fully-functional Scheme interpreter that implements a decent subset of R5RS Scheme. Along the way, you'll learn Haskell's I/O, mutable state, dynamic typing, error handling, and parsing features. By the time you finish, you should become fairly fluent in Haskell and Scheme.

Subject:
Computer Science
Material Type:
Textbook
Provider:
Wikibooks
Date Added:
10/10/2017
XForms
Conditional Remix & Share Permitted
CC BY-SA
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XForms is a World Wide Web Consortium recommendation for creating web forms and web applications. XForms is easy to learn, provides a rich user experience and does not require you to learn JavaScript. There are many different implementations of XForms and this cookbook is designed to work with any of them. A list of implementations is available on the W3C web site.

Subject:
Computer Science
Material Type:
Textbook
Provider:
Wikibooks
Date Added:
10/10/2017
XML - Managing Data Exchange
Conditional Remix & Share Permitted
CC BY-SA
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eXtensible Markup Language (XML) is a widely used computer language for creating and designing pages on the World Wide Web, and for defining other languages with more specialized purposes. This Wikibook provides a detailed description of XML, its origins, its programming, and its uses on the Internet today. This book also provides exercises with which to test the knowledge you have gained through the deliberate study of its contents.

Subject:
Computer Science
Material Type:
Textbook
Provider:
Wikibooks
Date Added:
10/10/2017
Your Digital Footprint
Conditional Remix & Share Permitted
CC BY-NC-SA
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Students will learn that they need to be safe online, similar to how they need to keep themselves safe in real life.  The lesson will help them figure out what websites are safe for them to visit and when they need to talk to an adult before accessing a site.  They will also explore what information is safe to publish online and which is not.

Subject:
Business and Information Technology
Career and Technical Education
Computer Science
English Language Arts
Information and Technology Literacy
Material Type:
Formative Assessment
Lesson Plan
Provider:
code.org
Date Added:
04/20/2016
x86 Disassembly
Conditional Remix & Share Permitted
CC BY-SA
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0.0 stars

The act of program creation, using common compilers and assemblers, takes software from an information-rich source code format and transforms it into a difficult-to-read machine code format. The reverse process, trying to convert machine code into a human-readable format, is significantly more difficult and requires high-level intuition and pattern matching skills. This book is going to discuss the disassembly and decompilation of x86 machine code and x86 assembly code.

Subject:
Computer Science
Material Type:
Textbook
Provider:
Wikibooks
Date Added:
10/10/2017