All resources in Computer Science

Brain is a Computer

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Students learn about the similarities between the human brain and its engineering counterpart, the computer. Since students work with computers routinely, this comparison strengthens their understanding of both how the brain works and how it parallels that of a computer. Students are also introduced to the "stimulus-sensor-coordinator-effector-response" framework for understanding human and robot actions.

Material Type: Lesson Plan

Authors: Charlie Franklin, Sachin Nair, Satish Nair

What Is a Computer Program?

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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.

Material Type: Full Course, Unit of Study

Authors: Pranit Samarth, Riaz Helfer, Sachin Nair, Satish S. Nair

How Do You Make Loops and Switches?

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Students learn how to program using loops and switches. They see how loops enable us to easily and efficiently tell a computer to keep repeating an operation. They also see that switches permit programs to follow different instructions based on whether or not preconditions are fulfilled. Using the LEGO MINDSTORMS(TM) NXT robots, sensors and software, student pairs perform three mini programming activities using loops and switches individually, and then combined. With practice, they incorporate these tools into their programming skill sets in preparation for the associated activity. A PowerPoint® presentation, pre/post quizzes and worksheet are provided.

Material Type: Lesson Plan

Authors: Pranit Samarth, Riaz Helfer, Satish S. Nair

LEGO Robots

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In this segment adapted from ZOOM, cast members use computers to program a robot in preparation for the FIRST LEGO League Challenge tournament. Despite meticulous planning and programming by its designers, an autonomous robot can encounter unexpected challenges. This is true for both LEGOŰ_í_Œ_ robots and Martian rovers. In this video segment adapted from ZOOM, cast members enter the FIRST LEGOŰ_í_Œ_ League Challenge tournament and work as a team to program their LEGOŰ_í_Œ_ robot to navigate a complex obstacle course. Grades 3-8.

Material Type: Activity/Lab

Authors: Argosy Foundation, WGBH Educational Foundation

Robot Design Challenges

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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.

Material Type: Full Course, Unit of Study

Authors: Pranit Samarth, Riaz Helfer, Sachin Nair, Satish S. Nair

Night-Light Pennant

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Students learn the functions of pre-programmed microcontroller units such as the LilyMini ProtoSnap as they use them to create light-up pennants with LED components. Students design their own felt pennants and sew on circuit components using conductive thread. This activity gives students hands-on experience with engineering technologies while making creative pennants with LED lights that can illuminate in three pre-programmed sequences: all on, breathing, and twinkle.

Material Type: Activity/Lab

Authors: Angela Sheehan, Sabina Schill

Light-Up Plush Pals

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Students make their own design decisions about controlling the LEDs in a light-up, e-textile circuit, plush toy project that they make using LilyPad ProtoSnap components and conductive thread. They follow step-by-step instructions to assemble a product while applying their own creativity to customize it. They first learn about the switches—an on/off switch and a button—exploring these two ways of controlling the flow of electric current to LEDs and showing them the difference between closed and open circuits. Then they craft their creative light-up plush pals made from sewn and stuffed felt pieces (template provided) that include sewn electric circuits. Through this sewable electronics project, students gain a familiarity with microcontrollers, circuits, switches and LEDs—everyday items in today’s world and the components used in so many engineered devices.

Material Type: Activity/Lab

Authors: Angela Sheehan, Morgan Ulrich

Robot Soccer Challenge

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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.

Material Type: Activity/Lab

Authors: Pranit Samarth, Riaz Helfer, Sachin Nair, Satish S. Nair

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© 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.

Material Type: Activity/Lab

Author: Pavel Khazron

Navigating a Maze

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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.

Material Type: Activity/Lab

Authors: Pranit Samarth, Riaz Helfer, Satish S. Nair

Engineer a Coin Sorter

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Students learn about the engineering design process and how it is used to engineer products for everyday use. Students individually brainstorm solutions for sorting coins and draw at least two design ideas. They work in small groups to combine ideas and build a coin sorter using common construction materials such as cardboard, tape, straws and fabric. Students test their coin sorters, make revisions and suggest ways to improve their designs. By designing, building, testing and improving coin sorters, students come to understand how the engineering design process is used to engineer products that benefit society.

Material Type: Activity/Lab

Authors: Megan Schroeder, Stephanie Rivale

Edible Rovers

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Students act as Mars exploratory rover engineers. They evaluate rover equipment options and determine what parts fit in a provided NASA budget. With a given parts list, teams use these constraints to design for their rover. The students build and display their edible rover at a concluding design review.

Material Type: Activity/Lab

Does It Work? Test and Test Again

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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.

Material Type: Lesson Plan

Authors: Brian Sandall, Janet Yowell, Ryan Stejskal

Creative Engineering Design

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Students are introduced to the world of creative engineering product design. Through six activities, teams work through the steps of the engineering design process (or loop) by completing an actual design challenge presented in six steps. The project challenge is left up to the teacher or class to determine; it might be one decided by the teacher, brainstormed with the class, or the example provided (to design a prosthetic arm that can perform a mechanical function). As students begin by defining the problem, they learn to recognize the need, identify a target population, relate to the project, and identify its requirements and constraints. Then they conduct research, brainstorm alternative solutions, evaluate possible solutions, create and test prototypes, and consider issues for manufacturing. See the Unit Schedule section for a list of example design project topics.

Material Type: Full Course, Unit of Study

Author: See individual activities.

What Is Engineering? What Is Design?

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Students are presented with an overview of engineering and design. Various engineering disciplines are discussed in some detail using slides and an online video and website. The concept of design is introduced by presenting the basic steps of the engineering design process. Students learn that design is not necessarily restricted to engineering, but a general concept applicable to all walks of life. To strengthen their understanding, students are challenged to design a picnic for their friends by considering its various components as they go through the design process steps. This prepares them for subsequent design challenges such as those in the associated activities of this unit. A PowerPoint® presentation, pre/post quizzes and worksheet are provided.

Material Type: Lesson Plan

Authors: Pranit Samarth, Sachin Nair, Satish S. Nair

Solving Everyday Problems Using the Engineering Design Cycle

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Students are introduced to two real-life problems that can be solved by using the engineering design process. For the first one, they follow along with a slide presentation that describes how a group of students built an organizer to help organize their teacher’s desk. The presentation introduces students to the key steps in the engineering design process. Next, in discussion groups, they read through a scenario in which middle school student Marisol struggles to keep her locker organized. They read the case study together, stopping and discussing at key points to share ideas and consider Marisol’s progress as she moves through the engineering design cycle to design and implement a solution. As an optional hands-on activity extension, students construct their own locker organizer using scrap materials. This introduction to the engineering design process sets up students to be able to conduct their own real-world design projects. A case study handout, group leader discussion sheet and slide presentation are provided.

Material Type: Activity/Lab

Authors: Amy Wilson-Lopez, Christina M. Sias

Chair Design

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Students become familiar with the engineering design process as they design, build and test chair prototypes. The miniature chairs must be sturdy and functional enough to hold a wooden, hinged artist model or a floppy stuffed animal. They use their prototypes to assess design strengths and weaknesses.

Material Type: Activity/Lab