# Search Results (34)

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Students will explore multi-digit numbers and the relationship between ones, tens and hundreds; a digit in one place is 10x the digit in the place to its right. Students will use their bodies to represent digits in multi-digit numbers up to the hundredths place and compare these numbers using <, =, >. Students will use their bodies as multi-digit numbers to add and subtract.
Thanks
http://driverrestore.com/

Subject:
Mathematics
Material Type:
Activity/Lab
Lesson Plan
Teaching/Learning Strategy
Author:
Anne Collier
05/12/2017
Conditions of Use:
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Students create projects that introduce them to Arduino—a small device that can be easily programmed to control and monitor a variety of external devices like LEDs and sensors. First they learn a few simple programming structures and commands to blink LEDs. Then they are given three challenges—to modify an LED blinking rate until it cannot be seen, to replicate a heartbeat pattern and to send Morse code messages. This activity prepares students to create more involved multiple-LED patterns in the Part 2 companion activity.

Subject:
Applied Science
Computer Science
Career and Technical Education
Material Type:
Activity/Lab
Provider:
TeachEngineering
Author:
Brian Huang
02/07/2017
Conditions of Use:
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In the companion activity, students experimented with Arduino programming to blink a single LED. During this activity, students build on that experience as they learn about breadboards and how to hook up multiple LEDs and control them individually so that they can complete a variety of challenges to create fun patterns! To conclude, students apply the knowledge they have gained to create LED-based light sculptures.

Subject:
Applied Science
Computer Science
Career and Technical Education
Material Type:
Activity/Lab
Provider:
TeachEngineering
Author:
Brian Huang
02/07/2017
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This lesson introduces telling time to the minute using the analog and digital clocks. The hands are color-coded to assist with hour and minute hand discrimination. The student will use the time on the digital clock, which can then be transferred to the more difficult analog clock.

Subject:
Mathematics
Material Type:
Lesson Plan
Provider:
University of North Carolina at Chapel Hill School of Education
Provider Set:
LEARN NC Lesson Plans
Author:
Anne Clodfelter
03/25/2000
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How does the computer's peculiar binary world of digital entities differ from our analogue world of colour, sound, taste and touch? This unit explores the way in which information, in the form of text, still and moving images, and sound can cross the boundary from the analogue universe into a digital world.

Subject:
Information Science
Material Type:
Activity/Lab
Syllabus
Provider:
The Open University
Provider Set:
Open University OpenLearn
09/06/2007
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Digital Citizenship Curriculum Resources

Subject:
Education
Material Type:
Author:
Dennis Small
05/22/2017
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Digital signage is a transpiring communication technology. It is meant to play a significant role in today’s era, as digital signage presents well timed info. Digital signage is an alternative choice for the traditional printed signage which requires environmental costs. The system is meant to present media content based on a scheduled list that perhaps dynamically reorganized. Each display that is configured will have an attached android box and a local storage containing both the info to be presented and the local schedule list of what content the display has to present. Furthermore, the design enables media content to be tailored to the targeted viewers, i.e., the info presented can be adapted to the viewers who are currently viewing the display. The schedule is much simpler than the existing digital signage systems – ensuring a visual treat for the viewers. With this approach we can overcome the drawbacks of the existing signage systems.

Subject:
Applied Science
Career and Technical Education
Material Type:
Lesson
Author:
Harish BG
Md Irshad Hussain B
01/26/2017
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This course is a demonstration of using the Connexions project to host foreign language content in the context of a DSP lab course. It borrows material from Doug Jones' ECE320 course at UIUC and provides translations of some of the material in the Japanese, Chinese and Thai languages.

Subject:
Languages
Material Type:
Full Course
Syllabus
Provider:
Rice University
Provider Set:
Connexions
Author:
Emiko Yamai
Hironori Takaryo
Kamolchanok Kriengchaipruck
Kanglin Wang
Patrick Frantz
08/09/2005
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Digital Foundations uses formal exercises of the Bauhaus to teach the Adobe Creative Suite. All students of digital design and production—whether learning in a classroom or on their own—need to understand the basic principles of design in order to implement them using current software. Far too often design is left out of books that teach software for the trade and academic markets. Consequently, the design software training exercise is often a lost opportunity for visual learning. This revised edition updates the original text for use with Adobe Creative Cloud 2017 software.Order a print copy: http://www.lulu.com/content/paperback-book/digital-foundations-introduction-to-media-design-with-the-adobe-creative-cloud-revised-edition/24461332

Subject:
Arts and Humanities
Visual Arts
Graphic Design
Material Type:
Textbook
Provider:
OpenOregon
Author:
Michael Mandiberg
xtine burrough
10/28/2014
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Primo G. Garcia from the University of the Philippines Open University (UPOU) lectures on Digital Learning Resources and Open Educational Resources (OER) and covers Resourced-based learning and the role that digital and open resources can play in setting up student centred, activity based lessons.

Subject:
Educational Technology
Material Type:
Lecture
Author:
Primo G. Garcia
06/09/2017
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This class investigates theory and practice of digital or new media poetry with emphasis on workshop review of digital poetry created by students. Each week students examine published examples of digital poetry in a variety of forms including but not limited to soundscapes, hypertext poetry, animation, code poems, interactive games, location-based poems using handheld devices, digital video and wikis.

Subject:
Arts and Humanities
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Barrett, Edward
01/01/2005
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This set of student labs are designed to allow anyone to recreate simple experiments at home to explore electronics and Electrical Engineering concepts. The software and hardware utilized are LabVIEW and NI Low Cost USB data acquisition devices.

Subject:
Electronic Technology
Material Type:
Full Course
Syllabus
Provider:
Rice University
Provider Set:
Connexions
Author:
Erik Luther
12/15/2006
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Explores the impact of the printing press upon European politics and culture during the first several centuries after Gutenberg and compares these changes with the possibilities and problems inherent in contemporary electronic technologies of the word. Assignments include formal essays and online projects. There has been much discussion in recent years, on this campus and elsewhere, about the death of the book. Digitization and various forms of electronic media, some critics say, are rendering the printed text as obsolete as the writing quill. In this subject, we will examine the claims for and against the demise of the book, but we will also supplement these arguments with an historical perspective they lack: we will examine texts, printing technologies, and reading communities from roughly 1450 to the present. We will begin with the theoretical and historical overviews of Walter Ong and Elizabeth Eisenstein, after which we will study specific cases such as English chapbooks, Inkan knotted and dyed strings, late nineteenth-century recording devices, and newspapers online today. We will also visit a rare book library and make a poster on a hand-set printing press.

Subject:
Arts and Humanities
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Ravel, Jeffrey
01/01/2005
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This website is a comprehensive look at digital citizenship for K-12 students, parents and teachers. It covers a wide variety of topics including: online security, online relationships and cyberbullying, digital footprint, digital citizenship, the use of copyrighted information and much more.

Subject:
Education
Material Type:
Activity/Lab
Diagram/Illustration
Student Guide
Author:
andrew robertson
07/11/2018
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This website is a comprehensive set of resources for students K-12, parents and teachers. The topics include online security, digital relationships and cyberbullying, digital footprint, digital citizenship, student data, copyright and maintaining a healthy balance of digital exposure.

Subject:
Applied Science
Education
Material Type:
Diagram/Illustration
Student Guide
Teaching/Learning Strategy
Author:
andrew robertson
07/11/2018
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This course introduces students to both passive and active electronic components (op-amps, 555 timers, TTL digital circuits). Basic analog and digital circuits and theory of operation are covered. The labs allow the students to master the use of electronic instruments and construct and/or solder several circuits. The labs also reinforce the concepts discussed in class with a hands-on approach and allow the students to gain significant experience with electrical instruments such as function generators, digital multimeters, oscilloscopes, logic analyzers and power supplies. In the last lab, the students build an electronic circuit that they can keep. The course is geared to freshmen and others who want an introduction to electronics circuits. This course is offered during the Independent Activities Period (IAP), which is a special 4-week term at MIT that runs from the first week of January until the end of the month.

Subject:
Engineering
Electronic Technology
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Gim Hom
01/01/2008
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Examines the development of computing techniques and technology in the nineteenth and twentieth centuries, particularly critical evaluation of how the very idea of "computer" changes and evolves over time. Emphasis is on technical innovation, industrial development, social context, and the role of government. Topics include Babbage, Hollerith, differential analyzers, control systems, ENIAC, radar, operations research, computers as scientific instruments, the rise of "computer science," artificial intelligence, personal computers, and networks. Includes class visits by members of the MIT community who have made important historical contributions. This course focuses on one particular aspect of the history of computing: the use of the computer as a scientific instrument. The electronic digital computer was invented to do science, and its applications range from physics to mathematics to biology to the humanities. What has been the impact of computing on the practice of science? Is the computer different from other scientific instruments? Is computer simulation a valid form of scientific experiment? Can computer models be viewed as surrogate theories? How does the computer change the way scientists approach the notions of proof, expertise, and discovery? No comprehensive history of scientific computing has yet been written. This seminar examines scientific articles, participants' memoirs, and works by historians, sociologists, and anthropologists of science to provide multiple perspectives on the use of computers in diverse fields of physical, biological, and social sciences and the humanities. We explore how the computer transformed scientific practice, and how the culture of computing was influenced, in turn, by scientific applications.

Subject:
Computer Science
Linguistics
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Gerovitch, Slava
01/01/2004
Conditions of Use:
No Strings Attached
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For many Americans today, snapping a photo is as easy as pulling out a smartphone. However, that digital photo is the result of decades of experimentation and development, from first forays into bulky and difficult-to-use professional cameras to instant-photo Polaroids. Since the advent and eventual commercialization of photography throughout the nineteenth century, cameras have continuously redefined the American publics conception of how images and history can be captured and shared. Looking to the early cameras of the 1800s to todays cell phones and social networking apps, this exhibition explores how the personal camera has shaped American consciousness and culture over the course of its development. This exhibition was created as part of the DPLAs Digital Curation Program by the following students as part of Dr. Joan E. Beaudoin's course "Metadata in Theory and Practice" in the School of Library and Information Science at Wayne State University: Ellen Tisdale, Rachel Baron Singer, Amanda Seppala, Michell Geysbeek, and Jay Purrazzo.

Subject:
U.S. History
Material Type:
Diagram/Illustration
Primary Source
Unit of Study
Provider:
Digital Public Library of America
Wayne State University
Provider Set:
DPLA Exhibitions
Author:
Amanda Seppala
Ellen Tisdale
Jay Purrazzo
Michell Geysbeek
Rachel Baron Singer
06/01/2015
Rating

A Harvest of Death

Copied from Gardner's Plate 36.
Full Image | Bibliographic Record
LC Caption: Incidents of the war. A harvest of death, Gettysburg, July, 1863. Photographed by Timothy H. O'Sullivan, July 1863. Prints and Photographs Division, Library of Congress. Reproduction number: LC-B8184-7964-A
By Alexander Gardner
Text for Plate 36 in Gardner's Photographic Sketch Book of the War, published, 1865-66.

Slowly, over the misty fields of Gettysburg -- as all reluctant to expose their ghastly horrors to the light -- came the sunless morn, after the retreat by Lee's broken army. Through the shadowy vapors, it was, indeed, a "harvest of death" that was presented; hundreds and thousands of torn Union and rebel soldiers -- although many of the former were already interred -- strewed the now quiet fighting ground, soaked by the rain, which for two days had drenched the country with its fitful showers.

Subject:
U.S. History
Material Type:
Activity/Lab
06/29/2017
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Techniques of creating narratives that take advantage of the flexibility of form offered by the computer. Study of the structural properties of book-based narratives that experiment with digression, multiple points of view, disruptions of time and of storyline. Analysis of the structure and evaluation of the literary qualities of computer-based narratives including hypertexts, adventure games, and classic artificial intelligence programs like Eliza. With this base, students use authoring systems to model a variety of narrative techniques and to create their own fictions. Knowledge of programming helpful but not necessary. This course explores the properties of non-linear, multi-linear, and interactive forms of narratives as they have evolved from print to digital media. Works covered in this course range from the Talmud, classics of non-linear novels, experimental literature, early sound and film experiments to recent multi-linear and interactive films and games. The study of the structural properties of narratives that experiment with digression, multiple points of view, disruptions of time, space, and of storyline is complemented by theoretical texts about authorship/readership, plot/story, properties of digital media and hypertext. Questions that will be addressed in this course include: How can we define 'non-linearity/multi-linearity', 'interactivity', 'narrative'. To what extend are these aspects determined by the text, the reader, the digital format? What kinds of narratives are especially suited for a nonlinear/ interactive format? Are there stories that can only be told in a digital format? What can we learn from early non-digital examples of non-linear and interactive story telling?

Subject:
Arts and Humanities
Literature
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Fendt, Kurt
01/01/2004
Conditions of Use:
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Techniques of creating narratives that take advantage of the flexibility of form offered by the computer. Study of the structural properties of book-based narratives that experiment with digression, multiple points of view, disruptions of time and of storyline. Analysis of the structure and evaluation of the literary qualities of computer-based narratives including hypertexts, adventure games, and classic artificial intelligence programs like Eliza. With this base, students use authoring systems to model a variety of narrative techniques and to create their own fictions. Knowledge of programming helpful but not necessary.

Subject:
Arts and Humanities
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Coleman, Beth
01/01/2006
Conditions of Use:
Read the Fine Print
Rating

The International Children's Library contains over 30 children's books in Arabic, suitable for ages 3-13. Some have solely Arabic text, and others are bilingual with English alongside the Arabic. All books include color illustrations. Texts can only be read online. The site is designed to be appealing to children, and offers users a way to search for books by age, topic, whether the characters are animals or people, and numerous other features, such as the color of the book's cover. Select Arabic in the Audience/Language section of the Advanced Search in order to locate the Arabic works.

Subject:
Arts and Humanities
Languages
Material Type:
Provider:
International Children's Digital Library
09/12/2013
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The aim of the Portfolio Seminar is to assist in developing a critical position in relationship to their design work. By engaging multiple forms of representation, written and visual, students will explore methods that facilitate describing and representing their design work. Through a critical assessment of their existing portfolios, students will first be challenged to articulate design theses and interests in their past projects. Different mediums of representation will then be studied in order to hone an understanding of the relationship between form and content, and more specifically, the understanding of particular modes of representation as different filters through which their work can be read. Some of the questions that will be addressed are: How does one go about describing an image? How does one theorize representation? How does one articulate a design thesis in writing verses visual media? How can the two interact to enhance each other? How do different media, printed verses web publishing, affect the representation of work? How is your work best communicated.

Subject:
Architecture and Design
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Yoon, Jeannie Meejin
01/01/2003
Conditions of Use:
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Extensive reading and discussion of case studies on educational technology that focuses on three areas: effective media design, relevant educational issues, and the existing and anticipated methods for distribution and the business concepts behind them. The primary case study is Star Festival, a multimedia curriculum about Japan that encourages users to explore issues of cultural and ethnic identity. Students expected to develop a project that shows an understanding of the types of business models that facilitate educational technology in the classroom. Graduate students are expected to explore the subject in greater depth. Taught in English.

Subject:
Communication
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Gaudi, Manish
Miyagawa, Shigeru
01/01/2005
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The course draws on faculty members from the Center for Real Estate, the City Design and Development Group (Department of Urban Studies and Planning), and the Media Lab to explore extraordinary projects that challenge conventional approaches to real estate development, urban design, and advanced digital technology.

Subject:
Architecture and Design
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Frenchman, Dennis M.
01/01/2004
Conditions of Use:
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Subject focuses on methods of digital visualization and communication and their application to planning issues. Lectures introduce methods for describing or representing a place and its residents, for simulating actions and changes, for presenting visions of the future, and for engaging multiple actors in the process of envisioning change and guiding action. Laboratory time allows students to apply these methods by designing a web-based portfolio that is critiqued throughout the semester, and evolves as they advance through the program. This course focuses on methods of digital visualization and communication and their application to planning issues. Lectures will introduce a variety of methods for describing or representing a place and its residents, for simulating changes, for presenting visions of the future, and for engaging multiple actors in the process of guiding action. Through a series of laboratory exercises, students will apply these methods in the construction of a web-based portfolio. The portfolio is not only the final project for the course, but will serve as a container for other course work throughout the MCP program. This course aims to introduce students to (1) such persistent and recurring themes as place, race, power and the environment that face planners, (2) the role of digital technologies in representing, analyzing, and mobilizing communities, (3) MIT faculty and their work, (4) MIT's computing environment and resources including Athena, Element K, the ESRI virtual campus, Computer Resources Laboratory (CRL), Campus Wide Information Systems Support (CWIS), the GIS Laboratory at Rotch Library and (5) software tools like Adobe Photoshop and Illustrator, ESRI ArcView, Microsoft Access, and Macromediaĺ¨ Dreamweaver that will assist them in creating digital images, working with relational databases, and launching a web-based portfolio. Macromediaĺ¨ is a trademark or registered trademark of Macromedia, Inc. in the United States and/or other countries.

Subject:
Communication
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Hoyt, Lorlene M.
01/01/2004
Conditions of Use:
No Strings Attached
Rating

The following course serves as a demo for the use of Connexions with languages other than English and in the context of a DSP laboratory course. English-language material has been borrowed from Doug Jones' course ECE320 at UIUC. Partial translations of th

Subject:
Languages
Material Type:
Syllabus
Provider:
Rice University
Provider Set:
Connexions
Author:
Patrick Frantz
02/09/2004
Conditions of Use:
Read the Fine Print
Rating

The Council of Europe's Wild Web Woods is an online game for teaching children basic Internet safety in a fun and friendly fairy tale environment. Mainly for children between 7 and 10 years of age, the game currently exists in fourteen languages. The object of the game is to reach a fabled E-city, but the paths travelled are fraught with mazes, dangers and tasks. Making one's way introduces basic Internet safety rules, as well as notions of human rights and respect for others.

Subject:
Arts and Humanities
Material Type:
Game
Provider:
Council of Europe
Provider Set:
Individual Authors
02/16/2011
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There has been an ongoing debate on whether it is best to stick with the traditional way of expressing art or to grow affiliated with the digitized mode of the new era of technology. The two modes of art styles complement each other, existing to advance and improve artists’ methods and skills. Thus, both traditional and digital art are relevant forms to learn as an artist of this era of technological advancements.

Subject:
Arts and Humanities
Material Type:
Author:
Sabrina Arroyo
07/14/2016
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Provides an opportunity for a hands-on project development experience and emphasizes intellectual growth as well as the acquisition of technical skills. Students attend regular meetings to present and critique their work and discuss its implications. This course fulfills the first half of the Comparative Media Studies workshop sequence requirement for entering graduate students. The workshop sequence provides an opportunity for a creative, hands-on project development experience and emphasizes intellectual growth as well as the acquisition of technical skills. The course is designed to provide practical, hands-on experience to complement students' theoretical studies.

Subject:
Communication
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Barrett, Edward
01/01/2005
Conditions of Use:
No Strings Attached
Rating

eComma is a social reading tool teachers can install in their Learning Management System (LMS). It allows students and teachers to read and annotate texts together, pooling their knowledge and perspectives for a deeper understanding and analysis of what they are reading. The eComma website linked here explains how to explain the tool in an LMS and has a user guide and case studies with ideas for how to use it in a class.

Subject:
Languages
Material Type:
Case Study
Interactive