All resources in Computer Science

Designing Bridges

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Students learn about the types of possible loads, how to calculate ultimate load combinations, and investigate the different sizes for the beams (girders) and columns (piers) of simple bridge design. Students learn the steps that engineers use to design bridges: understanding the problem, determining the potential bridge loads, calculating the highest possible load, and calculating the amount of material needed to resist the loads.

Material Type: Activity/Lab, Lesson Plan

Authors: Christopher Valenti, Denali Lander, Denise W. Carlson, Joe Friedrichsen, Jonathan S. Goode, Malinda Schaefer Zarske, Natalie Mach

Computer Science in the Classroom

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COMPUTER SCIENCE FOR YOUR CLASSROOM: OHIO’S STANDARDS is designed to help teachers in grades K-8 better integrate the learning standards for computer science. Computer science is becoming as essential as math and writing for our future workforce. The project highlights lessons from teachers who are bringing computer science concepts to their students in various innovative ways. Live Q & A Doc:

Material Type: Teaching/Learning Strategy

What Is a Program?

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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.

Material Type: Lesson Plan

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

How Do You Make a Program Wait?

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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.

Material Type: Lesson Plan

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

Passwords

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This lesson is designed to teach students about threats to passwords and safe password practices. Please see attached Passwords Lesson Plan document for more. Note that this activity may take longer with younger students. 

Material Type: Lesson Plan

Author: Randy Tucker

Starting a Cyber Club

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The Cyber Club Toolkit is designed to hep schools and other civic organizations create and run cyber clubs in Ohio. The toolkit will include cyber security activities, career resources and other links to help students understand how cyber security impacts everyone and that there are significant current and future employment opportunities in this field. Many of these materials will be created by Ohio educators, industry partners and government agencies and will be available for school, after school clubs and other youth organizations in Ohio.

Material Type: Activity/Lab

Author: John Wiseman

Rotary Encoders & Human-Computer Interaction

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Students learn about rotary encoders and discover how they operate through hands-on experimentation. Rotary encoders are applied in tools to determine angle measurements and for translations of angular motion. One common rotary encoder application is in a computer's ball-type mouse—the ball itself is a type of rotary encoder. In this activity, students experiment with two rotary encoders, including one from a computer mouse and one created using a LEGO® MINDSTORMS® NXT kit. They collect data to define and graph the relationship between the motion of the rotary encoder and its output.

Material Type: Activity/Lab

Authors: Chris Leung, Janet Yowell, Paul Phamduy

Flow Charting App Inventor Tutorials

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Students design and create flow charts for the MIT App Inventor tutorials in this computer science activity about program analysis. In program analysis, which is based on determining the behavior of computer programs, flow charts are an important tool for tracing control flow. Control flow is a graphical representation of the logic present in a program and how the program works. Students work through tutorials, design and create flow charts about how the tutorials function, and present their findings to the class. In their final assessment, they create an additional flow chart for an advanced App Inventor tutorial. This activity prepares students with the knowledge and skills to use App Inventor in the future to design and create Android applications.

Material Type: Activity/Lab

Authors: Brian Sandall, Rich Powers

Program Analysis Using App Inventor

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In computer science, program analysis is used to determine the behavior of computer programs. Flow charts are an important tool for understanding how programs work by tracing control flow. Control flow is a graphical representation of the logic present in the program. In this lesson, students learn about, design and create flow charts for different scenarios, including a game based on the Battleship® created by Hasbro©. In the associated activity, Flow Charting App Inventor, students apply their knowledge from this lesson and gain experience with a software application called App Inventor. This lesson and its associated activity can be stand-alone or used as a launching point for the Android Acceleration Application unit or any lesson involving App Inventor.

Material Type: Lesson Plan

Authors: Brian Sandall, Rich Powers

Curiosity Killed the App

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Students gain experience with the software/system design process, closely related to the engineering design process, to solve a problem. First, they learn about the Mars Curiosity rover and its mission, including the difficulties that engineers must consider and overcome to operate a rover remotely. Students observe a simulation of a robot being controlled remotely. These experiences guide discussion on how the design process is applied in these scenarios. The lesson culminates in a hands-on experience with the design process as students simulate the remote control of a rover. In the associated activity, students gain further experience with the design process by creating an Android application using App Inventor to control one aspect of a remotely controlled vehicle. (Note: The lesson requires a LEGO® MINDSTORMS® Education NXT base set.)

Material Type: Lesson Plan

Authors: Brian Sandall, Rich Powers