An alternative introduction to the chapter "Adapting and Living Together" - explained with Vamipres! It sits within the Ecology and Environment topic of the virtual school GCSE Biology. Teachers can choose which engagement video is better for their own uses and students.
An introduction to the chapter "Adapting and Living Together" within the Ecology and Environment topic of the virtual school GCSE Biology.
Students are introduced to the classification of animals and animal interactions. Students also learn why engineers need to know about animals and how they use that knowledge to design technologies that help other animals and/or humans. This lesson is part of a series of six lessons in which students use their growing understanding of various environments and the engineering design process, to design and create their own model biodome ecosystems.
In this multi-day activity, students explore environments, ecosystems, energy flow and organism interactions by creating a scale model biodome, following the steps of the engineering design process. The Procedure section provides activity instructions for Biodomes unit, lessons 2-6, as students work through Parts 1-6 to develop their model biodome. Subjects include energy flow and food chains, basic needs of plants and animals, and the importance of decomposers. Students consider why a solid understanding of one's environment and the interdependence of an ecosystem can inform the choices we make and the way we engineer our own communities. This activity can be conducted as either a very structured or open-ended design.
Students investigate decomposers and the role of decomposers in maintaining the flow of nutrients in an environment. Students also learn how engineers use decomposers to help clean up wastes in a process known as bioremediation. This lesson concludes a series of six lessons in which students use their growing understanding of various environments and the engineering design process, to design and create their own model biodome ecosystems.
Schrauben lösen, Kabel neu verlegen: Messer, Gabel und Pudelmütze werden zum Input für den Computer. Ziel ist es, neue Benutzerschnittstellen für den Computer zu entwickeln, indem die TeilnehmerInnen einen Blick "unter die Motorhaube" einer USB-Tastatur werfen. So können Jugendliche im Alter von 13 - 17 Jahren erste Schritte im kreativen Umgang mit Elektronik machen und dabei viel Spaß haben.
Voraussetzungen sind lediglich die Freude am Experimentieren und die Neugier, technologische Grundlagen spielerisch zu erlernen.
Hierbei handelt es sich um die Beschreibung des Workshops "Reaktive Voodoopuppen" im Rahmen der Code Week 2014.
Das Projekt wurde von Marie Beuthel und Anne Wohlauf vom Design Research Lab der Universität der Künste Berlin an der Oberschule "Heinrich von Kleist" in Frankfurt (Oder) durchgeführt.
Students learn about complex networks and how to represent them using graphs. They also learn that graph theory is a useful mathematical tool for studying complex networks in diverse applications of science and engineering, such as neural networks in the brain, biochemical reaction networks in cells, communication networks, such as the internet, and social networks. Topics covered include set theory, defining a graph, as well as defining the degree of a node and the degree distribution of a graph.
This unit is the third in a series of five. Module 12, that is units 50-54, is meant to be experienced in sequence as the units are designed to work together. They identify a number of issues that need to be addressed when designing a learning environment that embraces 21st Century Skills. In this unit we will look how students can build an online learning environment to interact with both class members and potentially the community.
Using a website simulation tool, students build on their understanding of random processes on networks to interact with the graph of a social network of individuals and simulate the spread of a disease. They decide which two individuals on the network are the best to vaccinate in an attempt to minimize the number of people infected and "curb the epidemic." Since the results are random, they run multiple simulations and compute the average number of infected individuals before analyzing the results and assessing the effectiveness of their vaccination strategies.
In this activity, students create a "web" to identify and demonstrate the interactions among the living and non-living parts of an environment. This information allows students to better understand what an environment is and to also consider how engineers use teamwork to solve problems.
Students are introduced to the concept of an environment and the interactions within it through written and hands-on webbing activities. They also learn about environmental engineering careers and the roles of these engineers in our society.
Learn how the core concepts, foundational scholars, and emerging theories of sociology help explain how simple, everyday human actions and interactions can change the world.
Students learn about complex networks and how to use graphs to represent them. They also learn that graph theory is a useful part of mathematics for studying complex networks in diverse applications of science and engineering, including neural networks in the brain, biochemical reaction networks in cells, communication networks, such as the internet, and social networks. Students are also introduced to random processes on networks. An illustrative example shows how a random process can be used to represent the spread of an infectious disease, such as the flu, on a social network of students, and demonstrates how scientists and engineers use mathematics and computers to model and simulate random processes on complex networks for the purposes of learning more about our world and creating solutions to improve our health, happiness and safety.
Compare the effects of different strengths or different directions of pushes and pulls on the motion of an object and determine if a design solution works as intended to change the speed or direction of an object with a push or a pull.
Driving Question: Can I as “Science Investigator”, engineer and design,
a way to move an object without using my hands or feet?
Our interactive timeline brings 70 years of reform to the National Health Service (NHS) to life, charting its evolution from inception through to the present day.
In this book, you will learn about all three kinds of interaction. In all three cases, interesting software techniques are needed in order to bring the computations into contact, yet keep them sufifciently at arm’s length that they don’t compromise each other’s reliability. The exciting challenge, then, is supporting controlled interaction. This includes support for computations that share a single computer and interact with one another, as your email and word processing programs do. It also includes support for data storage and network communication. This book describes how all these kinds of support are provided both by operating systems and by additional software layered on top of operating systems, which is known as middleware.
An introduction to pharmacology. Topics include mechanisms of drug action, dose-response relations, pharmacokinetics, drug delivery systems, drug metabolism, toxicity of pharmacological agents, drug interactions, and substance abuse. Selected agents and classes of agents examined in detail.
Building on their understanding of graphs, students are introduced to random processes on networks. They walk through an illustrative example to see how a random process can be used to represent the spread of an infectious disease, such as the flu, on a social network of students. This demonstrates how scientists and engineers use mathematics to model and simulate random processes on complex networks. Topics covered include random processes and modeling disease spread, specifically the SIR (susceptible, infectious, resistant) model.
" This project-based course explores new design strategies for social interaction in the computer mediated world. Through weekly readings and design Assignments and Labs we will examine topics such as: Data-based portraiture Depicting growth, change and the passage of time Visualizing conversations, crowds, and networks Interfaces for the connected city Mobile social technologies The course emphasizes developing visual and interactive literacy. "