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A comprehensive introduction to control system synthesis in which the digital computer plays a major role, reinforced with hands-on laboratory experience. Covers elements of real-time computer architecture; input-output interfaces and data converters; analysis and synthesis of sampled-data control systems using classical and modern (state-space) methods; analysis of trade-offs in control algorithms for computation speed and quantization effects. Laboratory projects emphasize practical digital servo interfacing and implementation problems with timing, noise, nonlinear devices.

Subject:
Career and Technical Education
Technology and Engineering
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Trumper, David L.
01/01/2006
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CC BY-NC-SA
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Lesson Description
Students compare different algorithms to find the best method of sorting a group of unknown weights in order.  Students practice a Selection Sort and Quick Sort.  Additional variations include:
Insertion SortBubble SortMerge Sort
The lesson also introduces students to the concept of recursion.
Online Resources

Introduce students to Binary and Algorthims prior to conducting this Algorithm Sorting Activity

Subject:
Computer Science
Material Type:
Activity/Lab
Alternate Assessment
Diagram/Illustration
Formative Assessment
Lesson Plan
Reference Material
Simulation
Provider:
University of Canterbury, NZ
04/20/2016
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CC BY-NC-SA
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From Code.org:

"In this lesson, students will relate the concept of algorithms back to real-life activities by playing the Dice Race game. The goal here is to start building the skills to translate real-world situations to online scenarios and vice versa."

Subject:
Computer Science
Material Type:
Activity/Lab
Game
Author:
Code.org
03/20/2018
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From Code.org:

"The bridge from algorithms to programming can be a short one if students understand the difference between planning out a sequence and encoding that sequence into the appropriate language. This activity will help students gain experience reading and writing in shorthand code."

Key words:
Algorithm
Debugging

Subject:
Computer Science
Mathematics
Material Type:
Activity/Lab
Diagram/Illustration
Author:
Code.org
03/20/2018
Rating
0.0 stars

In this lesson, students will learn the steps involved in computational thinking.  Decomposition, pattern matching, abstraction, and algorithms are all steps that make up the computational thinking process. This process is used in many learning subjects and in real-life learning.  Learners discover how understanding each step can help them as a learner and also nurture a growth mindset.

Subject:
Computer Science
Mathematics
Material Type:
Lesson Plan
Provider:
code.org
03/20/2018
Conditional Remix & Share Permitted
CC BY-NC-SA
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Introduction to the theory and application of large-scale dynamic programming. Markov decision processes. Dynamic programming algorithms. Simulation-based algorithms. Theory and algorithms for value function approximation. Policy search methods. Games. Applications in areas such as dynamic resource allocation, finance and queueing networks, among others.

Subject:
Career and Technical Education
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Pucci De Farias, Daniela
01/01/2004
Educational Use
Rating
0.0 stars

Students explore the concept of optical character recognition (OCR) in a problem-solving environment. They research OCR and OCR techniques and then apply those methods to the design challenge by developing algorithms capable of correctly "reading" a number on a typical high school sports scoreboard. Students use the structure of the engineering design process to guide them to develop successful algorithms. In the associated activity, student groups implement, test and revise their algorithms. This software design lesson/activity set is designed to be part of a Java programming class.

Subject:
Career and Technical Education
Education
Technology and Engineering
Material Type:
Lesson Plan
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Derek Babb
IMPART RET Program,
TeachEngineering.org
09/18/2014
Educational Use
Rating
0.0 stars

Testing is critical to any design, whether the creation of new software or a bridge across a wide river. Despite risking the quality of the design, the testing stage is often hurried in order to get products to market. In this lesson, students focus on the testing phase of the software/systems design process. They start by exploring existing examples of program testing using the CodingBat website, which contains a series of problems and challenges that students solve using the Java programming language. Working in teams, students practice writing test cases for other groups' code, and then write test cases for a program before writing the program itself.

Subject:
Career and Technical Education
Education
Technology and Engineering
Material Type:
Lesson Plan
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
IMPART RET Program, College of Information Science & Technology,
Ryan Stejskal, Brian Sandall, Janet Yowell
TeachEngineering.org
09/18/2014
Educational Use
Rating
0.0 stars

Building on the programming basics learned so far in the unit, students next learn how to program using sensors rather than by specifying exact durations. They start with an examination of algorithms and move to an understanding of conditional commands (until, then), which require the use of wait blocks. Working with the LEGO MINDSTORMS(TM) NXT robots and software, they learn about wait blocks and how to use them in conjunction with move blocks set with unlimited duration. To help with comprehension and prepare them for the associated activity programming challenges, volunteer students act out a maze demo and student groups conclude by programming LEGO robots to navigate a simple maze using wait block programming. A PowerPoint® presentation, 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
09/18/2014
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CC BY-NC-SA
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In this lesson, students will reinforce the importance of giving clear instructions to a partner for a desired outcome or result, similar to what is needed in a real world work environment, when instructions or notes need to be communicated in person to or left in written form for a co-worker who may be on a different shift and need to complete a project. In the real world, if instructions are not clear, machines or entire assembly lines may be down for a period of time which causes the company to lose money.
This lesson will be used in conjunction with Code.org's Course D (2019) curriculum (https://studio.code.org/s/coursed-2019) after the initial lesson called Graph Paper Programming - https://curriculum.code.org/csf-19/coursed/1/. In this lesson, students will use what they just learned about programming, sequencing, and algorithms (set of instructions) and take it a step further by communicating instructions for navigating through a series of steps to a partner who either has their eyes closed (or is wearing a blindfold) from a starting to finishing point, while picking up small blocks (or something similar) along the way.

Subject:
Career and Technical Education
Computer Science
Education
Material Type:
Lesson
11/18/2019
Educational Use
Rating
0.0 stars

Student groups use the Java programming language to implement the algorithms for optical character recognition (OCR) that they developed in the associated lesson. They use different Java classes (provided) to test and refine their algorithms. The ultimate goal is to produce computer code that recognizes a digit on a scoreboard. Through this activity, students experience a very small part of what software engineers go through to create robust OCR methods. This software design lesson/activity set is designed to be part of a Java programming class.

Subject:
Career and Technical Education
Education
Technology and Engineering
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Derek Babb
IMPART RET Program, College of Information Science & Technology,
TeachEngineering.org
09/18/2014
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating
0.0 stars

This course begins with an introduction to the theory of computability, then proceeds to a detailed study of its most illustrious result: Kurt GĚŚdel's theorem that, for any system of true arithmetical statements we might propose as an axiomatic basis for proving truths of arithmetic, there will be some arithmetical statements that we can recognize as true even though they don't follow from the system of axioms. In my opinion, which is widely shared, this is the most important single result in the entire history of logic, important not only on its own right but for the many applications of the technique by which it's proved. We'll discuss some of these applications, among them: Church's theorem that there is no algorithm for deciding when a formula is valid in the predicate calculus; Tarski's theorem that the set of true sentence of a language isn't definable within that language; and GĚŚdel's second incompleteness theorem, which says that no consistent system of axioms can prove its own consistency.

Subject:
Fine Arts
Philosophy
Social Studies
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
McGee, Vann
01/01/2004
Educational Use
Rating
0.0 stars

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© NXT Education Base 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.

Subject:
Art and Design
Career and Technical Education
Fine Arts
Technology and Engineering
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering NGSS Aligned Resources
Author:
AMPS GK-12 Program,
Pavel Khazron
09/18/2014
Educational Use
Rating
0.0 stars

Using new knowledge acquired in the associated lesson, students program LEGO MINDSTORMS(TM) NXT robots to go through a maze using movement blocks. The maze is created on the classroom floor with cardboard boxes as its walls. Student pairs follow the steps of the engineering design process to brainstorm, design and test programs to success. Through this activity, students understand how to create and test a basic program. A PowerPoint® presentation, pre/post quizzes and worksheet are provided.

Subject:
Career and Technical Education
Technology and Engineering
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering NGSS Aligned Resources
Author:
GK-12 Program, Computational Neurobiology Center,
Riaz Helfer, Pranit Samarth, Satish S. Nair
09/18/2014
Conditional Remix & Share Permitted
CC BY-NC-SA
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This lesson will be used in conjunction with Code.org's Course 1 Curriculum - https://studio.code.org/s/course1. For the class period after completing Lesson 5 - Maze: Debugging, students will use Wonder Workshop's Dash robots in groups to create and debug their Dash robot from one place to another in a preassigned part of the classroom using the Blockly app on their iPads.

Subject:
Education
Material Type:
Lesson
11/17/2019
Educational Use
Rating
0.0 stars

After completing the associated lesson, students test their understanding in two programming tasks that utilize LEGO MINDSTORMS(TM) NXT robots and sound/touch sensors. In the first challenge, students become acquainted with wait blocks by designing programs to simply make robots move forward until "hearing" a noise, and then turn left. The second, more challenging activity pushes students to fully understand the potential of wait blocks. They create programs that make the robots change speed several times when a touch sensor is pressed. Students gain practice in the iterative design-program-test-redesign process. A PowerPoint® presentation, pre/post quizzes and worksheet are provided.

Subject:
Career and Technical Education
Technology and Engineering
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering NGSS Aligned Resources
Author:
GK-12 Program, Computational Neurobiology Center,
Riaz Helfer, Pranit Samarth, Satish S. Nair
09/18/2014
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
09/18/2014
Conditional Remix & Share Permitted
CC BY-NC-SA
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0.0 stars

How are rolls of toilet paper produced? How many rolls of toilet paper can be made each day? In this video, you will calculate the area of a parent roll of tissue and the area of a roll of toilet paper. Using that information, you can calculate how many rolls of toilet paper can be made each day.

Subject:
Mathematics
Material Type:
Interactive
Lesson Plan
Author:
NEWMA