Resources to mark the 100th day of school with math activities. Challenge students to generate 100 different ways to represent the number 100. Students will easily generate 99 + 1 and 50 + 50, but encourage them to think out of the box. Challenge them to include examples from all of the NCTM Standards strands: number sense, numerical operations, geometry, measurement, algebra, patterns, data analysis, probability, discrete math, Create a class list to record the best entries. Some teachers write 100 in big bubble numeral style and then record the entries inside the numerals.
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Coders use the repeat block to repeat a silly dance for Scratch Cat using motion blocks. The purpose of this project is to introduce young coders to repeating algorithmic sequences in ScratchJr.
Coders use the start on green flag block to create a silly dance party using motion blocks. The purpose of this project is to introduce young coders to adding sprites in code and triggering algorithms with the green flag in ScratchJr.
A modified version of a Chalk Talk routine in which the educator provides a prompt for students to put forth ideas, questions, and further develop ideas of others in an effort to advance understanding in relation to a topic.
This activity utilizes a Claim-Support-Question framework that allows students to draw on prior knowledge, investigation, and questioning. Designed to be placed within a Java context of enhancing object-oriented programming classes using interfaceses, students will analyze, implement, and support claims regarding three separate interfaces while moving between analysis and program implementation.
This activity is utilized as a method for students to commuincate their current learning, progress their understanding, and then reflect on their current understanding of a topic and share what they now think and the connections they have built.
In this project, students will start by discussing the strengths and weaknesses of existing activity trackers and determining the variables that affect the accuracy of these trackers. Students will then conduct interviews with people who wear activity trackers or wear a tracker themselves for a week to determine the pros, cons, and accuracies of the trackers. Then, codes and algorithms will be used to determine what should count as the threshold for a step to achieve maximum tracker accuracy by using Sparkfun Inventor's Kit, Raspberry Pi, and Linux.
This course will present advanced topics in Artificial Intelligence (AI), including inquiries into logic, artificial neural network and machine learning, and the Turing machine. Upon successful completion of this course, students will be able to: define the term 'intelligent agent,' list major problems in AI, and identify the major approaches to AI; translate problems into graphs and encode the procedures that search the solutions with the graph data structures; explain the differences between various types of logic and basic statistical tools used in AI; list the different types of learning algorithms and explain why they are different; list the most common methods of statistical learning and classification and explain the basic differences between them; describe the components of Turing machine; name the most important propositions in the philosophy of AI; list the major issues pertaining to the creation of machine consciousness; design a reasonable software agent with java code. (Computer Science 408)
Following a brief classroom discussion of relevant principles, each student completes the paper design of several advanced circuits such as multiplexers, sample-and-holds, gain-controlled amplifiers, analog multipliers, digital-to-analog or analog-to-digital converters, and power amplifiers. One of each student's designs is presented to the class, and one may be built and evaluated. Associated laboratory emphasizing the use of modern analog building blocks. Alternate years.
This course will expand upon SQL as well as other advanced topics, including query optimization, concurrency, data warehouses, object-oriented extensions, and XML. Additional topics covered in this course will help you become more proficient in writing queries and will expand your knowledge base so that you have a better understanding of the field. Upon successful completion of this course, the student will be able to: write complex queries, including full outer joins, self-joins, sub queries, and set theoretic queries; write stored procedures and triggers; apply the principles of query optimization to a database schema; explain the various types of locking mechanisms utilized within database management systems; explain the different types of database failures as well as the methods used to recover from these failures; design queries against a distributed database management system; perform queries against database designed with object-relational extensions; develop and query XML files. (Computer Science 410)
Recent results in cryptography and interactive proofs. Lectures by instructor, invited speakers, and students. Alternate years. The topics covered in this course include interactive proofs, zero-knowledge proofs, zero-knowledge proofs of knowledge, non-interactive zero-knowledge proofs, secure protocols, two-party secure computation, multiparty secure computation, and chosen-ciphertext security.
This course focuses on the fundamentals of computer algorithms, emphasizing methods useful in practice. Upon successful completion of this course, the student will be able to: explain and identify the importance of algorithms in modern computing systems and their place as a technology in the computing industry; indentify algorithms as a pseudo-code to solve some common problems; describe asymptotic notations for bounding algorithm running times from above and below; explain methods for solving recurrences useful in describing running times of recursive algorithms; explain the use of Master Theorem in describing running times of recursive algorithms; describe the divide-and-conquer recursive technique for solving a class of problems; describe sorting algorithms and their runtime complexity analysis; describe the dynamic programming technique for solving a class of problems; describe greedy algorithms and their applications; describe concepts in graph theory, graph-based algorithms, and their analysis; describe tree-based algorithms and their analysis; explain the classification of difficult computer science problems as belonging to P, NP, and NP-hard classes. (Computer Science 303)
This is a textbook for first year Computer Science. Algorithms and Data Structures With Applications to Graphics and Geometry.
In-depth study of an active research topic in computer graphics. Topics change each term. Readings from the literature, student presentations, short assignments, and a programming project. Animation is a compelling and effective form of expression; it engages viewers and makes difficult concepts easier to grasp. Today's animation industry creates films, special effects, and games with stunning visual detail and quality. This graduate class will investigate the algorithms that make these animations possible: keyframing, inverse kinematics, physical simulation, optimization, optimal control, motion capture, and data-driven methods. Our study will also reveal the shortcomings of these sophisticated tools. The students will propose improvements and explore new methods for computer animation in semester-long research projects. The course should appeal to both students with general interest in computer graphics and students interested in new applications of machine learning, robotics, biomechanics, physics, applied mathematics and scientific computing.
The App Authors program helps librarians and K-12 educators make coding and app production part of their curriculum.
Our App Authors curriculum provides lesson plans and app development activities that can be used in a seven-week sequential course, in a seven-week semi-sequential course, or in one-time learning sessions.
An introduction to the main techniques of Artifical Intelligence: state-space search methods, semantic networks, theorem-proving and production rule systems. Important applications of these techniques are presented. Students are expected to write programs exemplifying some of techniques taught, using the LISP lanuage.
This course introduces students to the basic knowledge representation, problem solving, and learning methods of artificial intelligence. Upon completion of 6.034, students should be able to develop intelligent systems by assembling solutions to concrete computational problems, understand the role of knowledge representation, problem solving, and learning in intelligent-system engineering, and appreciate the role of problem solving, vision, and language in understanding human intelligence from a computational perspective.
Explore some of the wonders of modern engineering in this video from the Sciencenter in Ithaca, New York. Hear a diverse selection of engineers explain how things work.
This is a challenge based activity in which students use augmented reality and trial and error in order to determine how changes to a quadratic equation affect the shape of a parabola. Students use the Geogebra AR app to manipulate equations and change the parabola to fit around a physical object.