In this survey you will be asked to answer a series of questions related to artificial intelligence (AI). The purpose of these questions is to capture your pre-existing ideas about AI and AI concept knowledge before you start the Everyday AI program. So it’s totally OK if you are unsure of a lot of your answers - Just make your best guesses! We will not grade your answers. This survey data will be used to help us figure out what you have learned through this program (between the start and end of the program) so that we can make the program better!For for information, please contact Irene Lee
CryptoComics is a culturally responsive cryptology and cybersecurity curriculum for 7-11 year old. children. An innovative blend of a comic book, technology-based and unplugged activities engages kids in making and breaking codes, symbolic systems awareness and cryptology careers.
This exploratory project will study the integration of science, design and advanced technology in high school education through a set of innovative learning experiences in the context of plant science using augmented and virtual reality (AVR) technologies. Underrepresented and underserved students
This project will prepare high-achieving high school students for courses in engineering. Through the Engineering WINS (EngWINS) program, the project will develop the capabilities of working engineers and faculty to serve as mentors in a new initiative to develop interest, self-efficacy, and persistence in engineering careers among urban high school women.
Digital technology integration and engineering contexts to support elementary students' systems thinking
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, and mathematics (STEM)
In our new curriculum unit, students explore electronic textiles (e-textiles): articles of clothing, accessories, or home furnishings with embedded electronic and computational elements. This curriculum is an alternate for Unit 6: Robotics. After conducting various studies on curriculum design, teaching strategies, student learning, and portfolio designs, this unit is ready for download and classroom implementation by ECS teachers.Design-Focused: To make electronic textiles (e-textiles), students first imagine and journal about the project they wish to make, then design circuits that connect
Students will go outdoors to observe and document the water cycle in motion where they live. Students will also discover how they and their community impact not only the movement of water through the cycle, but also the water quality.ObjectivesDescribe the movement of water through the water cycle. Understand that water changes states when it gains energy from the sun or loses energy to the environment. Understand that gravity causes water to move downhill and to precipitate from the clouds. Create a model of the water cycle using the original pictures of water in the act of precipitating
Advancing Geospatial Thinking and Technologies in Grades 9-12 This curricular model provides an effective and accessible way of introducing geospatial technologies to students through local issues, while providing them with the skills and motivation for pursuing STEM careers that utilize geospatial technology. Learning modules include historical geography, parks and gardens, green space, crime, housing, and youth employment. Critical thinking, technological tools & skills, civic engagement, and career paths are integrated into each module that can be adapted to any school setting and community
Scratch Encore is an intermediate Scratch curriculum organized into 14 modules, of 2-3 lessons each, to be completed across multiple school years. Modules build on the skills of previous modules, so they must be completed in order. Each module utilizes Use->Modify->Create pedagogy to develop knowledge of that concept. Use->Modify lessons utilize TIPP&SEE, a new learning strategy helping students to navigate the Scratch interface while learning from example projects.
Technology has many conveniences, however the breakneck pace of it’s development has created a uniquely difficult problem for today’s teachers. Coding is unquestioningly an important skill for modern students, and will only become more important in the future, but many teachers (including the author of this curriculum) received little to no formal education in coding. While programming may be daunting at ﬁrst, we implore you to always remember the ﬁrst and most important rule of coding, concisely summarized here by Science Fiction author Douglas Adams: “Don’t Panic.” We, here at LearnToMod