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3-5 Computer Science

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Fleur - Make Stuff Move
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"APERÇU
Construisez une fleur mécanique qui s'ouvre lorsqu'il y a de la lumière. Cette fleur utilise quelques mouvements mécaniques intéressants dont un câble push-pull pour convertir le mouvement de rotation en un mouvement linéaire pour une tige flexible. Ensuite, le mouvement est reconverti en points de pivotement rotatifs pour ouvrir et fermer les pédales. L'utilisation des clips de reliure signifie également que vous êtes libre de créer vos propres pétales de fleurs.

COMPÉTENCES + OBJECTIFS
Construction

Construire le projet en suivant les instructions d'assemblage
Menuiserie
Principes de base de la menuiserie et quincaillerie
Art + Design
Créer et concevoir vos propres pétales de fleurs
Codage"

Subject:
Computer Science
Educational Technology
Mathematics
Professional Learning
Science
Material Type:
Activity/Lab
Lesson
Provider:
Make Stuff Move
Date Added:
05/31/2024
Flinger-Batteur - Make Stuff Move
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"Cette construction est utile de deux manières : propulser des objets et tambouriner sur des surfaces. Le concept global vise à augmenter l'inertie du servo en faisant rapidement claquer le collier de serrage pour faire pivoter le bras. La mécanique de cette construction est modelée d'après une pédale utilisée dans une batterie.

L'aspect de propulsion est simplement amusant. Lancez des pièces de monnaie, des boutons et des balles de ping-pong. Lors de l'utilisation de la fonction d'enregistrement d'animation de l'Animate Shield, des rythmes peuvent être enregistrés et bouclés, y compris le réglage de la vitesse.

COMPÉTENCES + OBJECTIFS
Construction
-Construire le projet en suivant les instructions d'assemblage
Musique
-Animer un rythme
Menuiserie
-Principes de base de la menuiserie et quincaillerie
Codage
-Apprendre à utiliser des retards dans le code pour contrôler le timing du mouvement
& Plus !

** Des kits sont disponibles à l'achat sur makestuffmove.com **"

Subject:
Arts and Humanities
Computer Science
Educational Technology
Mathematics
Professional Learning
Science
Material Type:
Activity/Lab
Lesson
Provider:
Make Stuff Move
Date Added:
05/31/2024
Google CS First
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The activities below introduce students to computer science and the programming language Scratch. Different themes attract and engage students of varying backgrounds and interests. All materials are free and easy to use.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Module
Provider:
Google
Date Added:
05/02/2019
Hands-On AI Projects for the Classroom: A Guide for Elementary Teachers
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CC BY-NC-SA
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This guide provides student-driven projects that can directly teach subject area standards in tandem with foundational understandings of what AI is, how it works, and how it impacts society.



Instead of simply learning about AI through videos or lectures, the students completing these projects are active participants in their AI exploration. In the process, students work directly with innovative AI technologies, participate in “unplugged” activities that further their understanding of how AI technologies work, and create various authentic products—from presentations to designing an AI robot—to demonstrate their learning.

• Project 1: What AI Does Well and Does Not Do Well

• Project 2: Training Data and Machine Learning

• Project 3: Senses vs. Sensors

• Project 4: Navigation and AI



Visit the ISTE website with all the free practical guides for engaging students in AI creation: https://www.iste.org/areas-of-focus/AI-in-education

Subject:
Computer Science
Educational Technology
Professional Learning
Science
Material Type:
Lesson
Lesson Plan
Module
Unit of Study
Provider:
ISTE
Provider Set:
Artificial Intelligence
Author:
General Motors
International Society for Technology in Education (ISTE)
Date Added:
08/29/2024
Hands-On AI Projects for the Classroom: A Guide on Ethics and AI
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this guide, students’ exploration of AI is framed within the context of ethical considerations and aligned with standards and concepts, and depths of understanding that would be appropriate across various subject areas and grade levels in K–12. Depending on the level of your students and the amount of time you have available, you might complete an entire project, pick and choose from the listed activities, or you might take students’ learning further by taking advantage of the additional extensions and resources provided for you. For students with no previous experience with AI education, exposure to the guided learning activities alone will create an understanding of their world that they likely did not previously have. And for those with some background in computer science or AI, the complete projects and resources will still challenge their thinking and expose them to new AI technologies and applications across various fields of study.



Project 1: Fair's Fair

Project 2: Who is in Control?

Project 3: The Trade-offs of AI Technology

Project 4: AI and the 21st Century Worker



Visit the ISTE website with all the free practical guides for engaging students in AI creation: https://www.iste.org/areas-of-focus/AI-in-education.

Subject:
Computer Science
Educational Technology
Professional Learning
Science
Material Type:
Lesson
Lesson Plan
Module
Unit of Study
Provider:
ISTE
Provider Set:
Artificial Intelligence
Author:
General Motors
International Society for Technology in Education (ISTE)
Date Added:
08/29/2024
Hour of Code
Conditional Remix & Share Permitted
CC BY-NC-SA
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The goal of Code.org is to bring computer science to every K-12 school in the United States, especially in urban and rural neighborhoods. They provide free workshops, lessons, and videos to help educators to students the basics of coding.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Interactive
Provider:
Code.org
Date Added:
01/03/2019
Hour of Code 1.1: Write your first computer program
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has been designed for young learners, ages 4-10, but can be adapted for older learners using the differentiation suggestions provided.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
11/06/2019
Hour of Code 1.2: Code with Anna and Elsa
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has been designed for learners in the middle grades, ages 10-13, but can be adapted for younger or older learners using the differentiation suggestions provided. Students should have a basic understanding of simple geometry and drawing angles.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
11/06/2019
How to Incorporate iMovie in the Classroom
Conditional Remix & Share Permitted
CC BY-NC
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Preparing students for the world of tomorrow that will be means we need to incorporate more technology in classroom that doesn't simply replace something older, but instead is something you couldn't accomplish without the technology. Before you ask kids to use a brand new technology (to at least some) in a formal assessment, you first need to teach them how to use it and practice it in a low-risk setting so they're willing to try and take risks. iMovie can be used in the classroom to accomplish many tasks - kids can create a virtual gallery of their learning throughout a unit, give a visual and oral report on a topic, become a tour guide to a country they're learning about, create a book trailer for an independent reading or literature circle assignment ... the list is long. 

Subject:
Arts and Humanities
Career and Technical Education
Computer Science
English Language Arts
History
Media and Communications
Material Type:
Activity/Lab
Assessment
Author:
Sydnie
Date Added:
05/30/2023
Intro to Algorithms - What Are They?
Conditional Remix & Share Permitted
CC BY-NC-SA
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This is a computer science lesson plan created by educators in the South Sanpete School District. Students will learn what algorithms are by walking in a sequence from one item to another. They will write an algorithm using symbols of the sequence from one spot to another. The lesson is designed for third grade and includes modifications for grade 4.

Subject:
Computer Science
Elementary Mathematics
Material Type:
Lesson Plan
Author:
Julia
Date Added:
03/18/2022
Kismet
Read the Fine Print
Educational Use
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In this video segment adapted from the Massachusetts Institute of Technology, researchers in the Artificial Intelligence Laboratory working to engineer smarter robots are now building a machine that interacts socially with people.

Subject:
Career and Technical Education
Computer Science
Engineering
Information Technology Education
Science
Technology
Material Type:
Activity/Lab
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Date Added:
05/09/2006
LEGO Robots
Read the Fine Print
Educational Use
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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.

Subject:
Computer Science
Engineering
Science
Material Type:
Activity/Lab
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Date Added:
05/09/2006
Lessons, Build Steps, Videos & Tutorials from Make Stuff Move
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Make Stuff Move wants students to use tools and everyday materials to learn and develop hands-on skills in building and being creative while solving problems. STEM/STEAM is great but it is even better when tools are involved!

This Learning Library includes:
*Lesson Plans
*How-to Instructions
*Coding
& More!

(Kits are available for purchase on the site as well)

Subject:
Computer Science
Educational Technology
Mathematics
Professional Learning
Science
Material Type:
Activity/Lab
Lesson
Provider:
Make Stuff Move
Date Added:
05/31/2024
Make Stuff Move - Analog Meter
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Analog meters are all around us!. They are used to visually represent measurements and data. One of the most common analog meters is the fuel needle in a car. This converts a reading of the fuel level in the tank to an empty to full reading on the meter.

In this build, we will use one servo to build an electronically controlled meter. We will first simply use the knob on the control the board to move the needle converting the knob position to movement of the needle. Then, a sound sensor will be connected to convert sound level (ie music) to a meter reading. This will make it what is commonly known as a “VU-meter”

SKILLS + GOALS
Carpentry
- Use of basic tools and hardware
Construction
- Following visual assembly instructions
Code
- Understand math/code behind converting input readings to output readings (meter)
& more!

** Kits are available for purchase at makestuffmove.com **

Subject:
Computer Science
Educational Technology
Mathematics
Professional Learning
Science
Material Type:
Activity/Lab
Lesson
Provider:
Make Stuff Move
Date Added:
05/31/2024
Make Stuff Move - Coding Lesson - Pixel On
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Welcome to Make Stuff Move coding lessons. This first lesson is going to show you how to set the colour and brightness of the pixel and turn it on, on our Make Stuff Move animate shield.

Subject:
Computer Science
Educational Technology
Mathematics
Professional Learning
Science
Material Type:
Activity/Lab
Lesson
Provider:
Make Stuff Move
Date Added:
05/31/2024