Deepscratch: Scratch Programming Language Extension for Deep Learning Education
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An Affordable Modular Robotic Kit for Integrated Science, Technology, Engineering, and Math Education
An Affordable Modular Robotic Kit for Integrated Science, Technology, Engineering, and Math Education © PHOTOCREDIT By Ekawahyu Susilo, Jianing Liu, Yasmin Alvarado Rayo, Ashley Melissa Peck, Pietro Valdastri, Justin Montenegro, and Mark Gonyea he demand for graduates in science, technology, Fischertechnik [6], are composed of libraries of engineering, and math (STEM) has steadily prefabricated parts that are not interoperable among kits increased in recent decades. In the United from different vendors. As recently surveyed in Kee [7], States alone, jobs for biomedical engineers are alternatives to these popular kits are either highly modular expected to increase by 62% by 2020, and jobs but very expensive (e.g., Kondo [8], Bioloid [9], Cubelets Tin software development and medical science are [10], K-Junior V2, and Kephera [11]) and unaffordable for expected to increase by 32% and 36%, respectively [1]. the majority of schools, or single-configuration and low- Combined with an insufficient number of students cost robots (e.g., AERObot [12], iRobot [13], and Boe-Bot enrolled in STEM fields, this will result in about 2.4 [14]) with a restricted number of activities possible. An million STEM job vacancies by 2018 [2]. Therefore, affordable solution that provides a number of increasing the number of STEM graduates is currently a interchangeable modules is littleBits [15]. This platform national priority for many IEEEgovernments worldwide. An offersProof a variety of sensing and actuation modules that use effective way to engage young minds in STEM disciplines is magnets to connect, but it lacks programmability, thus to introduce robotic kits into primary and secondary limiting students’ ability to learn about coding. -
Code Girl Tracey Acosta Santa Clara University
Santa Clara University Scholar Commons Computer Engineering Senior Theses Engineering Senior Theses 6-1-2015 Code girl Tracey Acosta Santa Clara University Amanda Holl Santa Clara University Paige Rogalski Santa Clara University Follow this and additional works at: https://scholarcommons.scu.edu/cseng_senior Part of the Computer Engineering Commons Recommended Citation Acosta, Tracey; Holl, Amanda; and Rogalski, Paige, "Code girl" (2015). Computer Engineering Senior Theses. 43. https://scholarcommons.scu.edu/cseng_senior/43 This Thesis is brought to you for free and open access by the Engineering Senior Theses at Scholar Commons. It has been accepted for inclusion in Computer Engineering Senior Theses by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Code Girl by Tracey Acosta Amanda Holl Paige Rogalski Submitted in partial fulfillment of the requirements for the degrees of Bachelor of Science Computer Science and Engineering Bachelor of Science in Web Design and Engineering School of Engineering Santa Clara University Santa Clara, California June 1, 2015 Code Girl Tracey Acosta Amanda Holl Paige Rogalski Computer Science and Engineering Web Design and Engineering Santa Clara University June 1, 2015 ABSTRACT Despite the growing importance of technology and computing, fewer than 1% of women in college today choose to major in computer science.[1] Educational programs and games created to interest girls in computing, such as Girls Who Code and Made With Code, have been successful in engaging girls with interactive and creative learning environments, but they are too advanced for young girls to benefit from. To address the lack of educational, computer science games designed specifically for young girls, we developed a web-based application called Code Girl for girls age five to eight to customize their own avatar using Blockly, an open-source visual coding editor developed by Google. -
Computational Thinking Patterns
Computational Thinking Patterns Andri Ioannidou, Agentsheets Inc., Boulder, CO Vicki Bennett, Communication Department, University of Colorado at Boulder Alexander Repenning, Kyu Han Koh, Ashok Basawapatna, Computer Science Department, University of Colorado at Boulder Paper presented at the 2011 Annual Meeting of the American Educational Research Association (AERA) in the Division C - Learning and Instruction / Section 7: Technology Research symposium “Merging Human Creativity and the Power of Technology: Computational Thinking in the K-12 Classroom” Publication Date: April 8, 2011 Objectives The iDREAMS project aims to reinvent Computer Science education in K-12 schools, by using game design and computational science for motivating and educating students through an approach we call Scalable Game Design, starting at the middle school level. In this paper we discuss the use of Computational Thinking Patterns as the basis for our Scalable Game Design curriculum and professional development and present results from measuring student learning outcomes using our unique Computational Thinking Pattern Analysis. Background: Scalable Game Design project The iDREAMS project1 (Integrative Design-based Reform-oriented Educational Approach for Motivating Students), funded by the National Science Foundation under the ITEST program, investigates the potential impact on the IT workforce by stimulating interest in computer science at the middle school level through an approach called Scalable Game Design (Repenning & Ioannidou, 2008; Repenning, Ioannidou, et al., 2010; Repenning, Webb, & Ioannidou, 2010). The main goal of this project is to increase opportunities for computer science education in the regular curriculum and broaden participation, especially of women and underrepresented communities, by motivating and educating students about computer science through game design and computational science. -
Tools, Languages, and Environments Used in Primary and Secondary Computing Education
Session: Computing in Schools I ITiCSE ’20, June 15–19, 2020, Trondheim, Norway Tools, Languages, and Environments Used in Primary and Secondary Computing Education Monica M. McGill Adrienne Decker Knox College University at Buffalo CSEdResearch.org Buffalo, NY, USA Galesburg, IL, USA [email protected] [email protected] ABSTRACT an increased interest in the tools, languages, and environments 1 With the advent of teaching primary and secondary computing (TLEs) used to teach K-12 students and teachers [2, 7, 19]. These education, tools, languages, and environments (TLEs) are important pedagogical support systems are not unlike many other manipula- pedagogical support systems for students and teachers. While there tives and resources used throughout education and are recognized are a number of resources available for teaching K-12 students and by organizations as a critical part of learning and understanding teachers, there is little synthesis of the data with respect to usage computer science [2, 7]. and adoption rates for various TLEs. Using data extracted from TLEs at the post-secondary level have been of great interest 510 articles related to K-12 education, we conducted an analysis to the computing education research community, though prior to using descriptive statistics to determine what TLEs in K-12 are 2007, interest in computing education at the primary and secondary most frequently studied by researchers. We found 193 TLEs being levels did not appear frequently in documented discussions (via the used in research studies and experience reports, then differentiate ACM SIGCSE-Members listserv) [4]. Further, there are only limited between these two types of data and between students and teacher references in the literature to the broader context of TLEs at the professional development. -
Robot Block-Based Programming
Robot Block-Based Programming Teaching children how to program an interactive robot using a block-based programming language Robin van der Wal Jannelie de Vries Luka Miljak Marcel Kuipers Bachelor's Thesis Computer Science Delft University of Technology 1 This report is under embargo from July 2017 until February 2018 Delft University of Technology Bachelor end project Robot Block-based Programming Final Report Authors: Robin van der Wal Luka Miljak Jannelie de Vries Marcel Kuipers July 5, 2017 Bachelor Project Committee Coach name: Koen Hindriks Client name: Joost Broekens Cordinator name: Ir. O.W. Visser Abstract Robots play an increasingly large role in society and some material already exists that allows children to program robots in elementary school. However, this material often neglects the interactive capabilities of modern robots. The aim of this project is to teach children how to write interactive programs for a robot. For this purpose, a NAO robot is used, which is a humanoid robot with advanced features. Children can use a web interface to create programs in a Block-Based Programming Language, which is then sent and processed by the robot in an intelligent manner, using an agent-based sys- tem. Over the course of ten weeks, based on research done in the first two weeks, a web interface and an intelligent agent were developed. The BlocklyKids lan- guage implements many concepts you would expect from a programming lan- guage. Using these concepts, children can solve exercises that are presented to them in the web interface. Testing BlocklyKids in the classroom helped in the development of the product. -
An Investigation and Usability Study of Novice
SIMBUILDER: AN INVESTIGATION AND USABILITY STUDY OF NOVICE PROGRAMMING TECHNIQUES Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. _______________________________ Sumitha Kanakadoss Certificate of Approval: _______________________________ _______________________________ Juan E. Gilbert Cheryl D. Seals, Chair Assistant Professor Assistant Professor Computer Science and Software Computer Science and Software Engineering Engineering _______________________________ ______________________________ N. Hari Narayanan Stephen L. McFarland Associate Professor Dean Computer Science and Software Graduate School Engineering SIMBUILDER: AN INVESTIGATION AND USABILITY STUDY OF NOVICE PROGRAMMING TECHNIQUES Sumitha Kanakadoss A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 16, 2005 SIMBUILDER: AN INVESTIGATION AND USABILITY STUDY OF NOVICE PROGRAMMING TECHNIQUES Sumitha Kanakadoss Permission is granted to Auburn University to make copies of this thesis at its discretion, upon request of individuals or institutions and at their expense. The author reserves all publication rights. ______________________________ Signature of Author ______________________________ Date of Graduation iii THESIS ABSTRACT SIMBUILDER: AN INVESTIGATION AND USABILITY STUDY OF NOVICE PROGRAMMING TECHNIQUES Sumitha Kanakadoss Master of Science, December 16, 2005 (B.E., University of Madras, Madras, India, 2003) 125 Typed Pages Directed by Cheryl D. Seals In many existing programming languages, novices always find it difficult to transform their mental plan to terms compatible with the computer. By analyzing the ways users think to solve their daily problems and designing programming languages accordingly, would help novices to overcome this transformation barrier. -
Ibtihaj Muhammad's
Featuring 484 Industry-First Reviews of Fiction, Nonfiction, Children'sand YA Books KIRKUSVOL. LXXXVI, NO. 15 | 1 AUGUST 2018 REVIEWS U.S. Olympic medalist Ibtihaj Muhammad’s memoir, Proud, released simultaneously in two versions—one for young readers, another for adults—is thoughtful and candid. It’s also a refreshingly diverse Cinderella story at a time when anti-black and anti-Muslim sentiments are high. p. 102 from the editor’s desk: Chairman Excellent August Books HERBERT SIMON President & Publisher BY CLAIBORNE SMITH MARC WINKELMAN # Chief Executive Officer MEG LABORDE KUEHN [email protected] Photo courtesy Michael Thad Carter courtesy Photo Editor-in-Chief Winners Take All: The Elite Charade of Changing the World by Anana CLAIBORNE SMITH Giridharadas (Aug. 28): “Give a hungry man a fish, and you get to pat [email protected] Vice President of Marketing yourself on the back—and take a tax deduction. It’s a matter of some SARAH KALINA [email protected] irony, John Steinbeck once observed of the robber barons of the Gilded Managing/Nonfiction Editor ERIC LIEBETRAU Age, that they spent the first two-thirds of their lives looting the public [email protected] Fiction Editor only to spend the last third giving the money away. Now, writes politi- LAURIE MUCHNICK cal analyst and journalist Giridharadas, the global financial elite has [email protected] Children’s Editor reinterpreted Andrew Carnegie’s view that it’s good for society for VICKY SMITH [email protected] capitalists to give something back to a new formula: It’s good for busi- Young Adult Editor Claiborne Smith LAURA SIMEON ness to do so when the time is right, but not otherwise….A provocative [email protected] Staff Writer critique of the kind of modern, feel-good giving that addresses symptoms and not causes.” MEGAN LABRISE [email protected] Sweet Little Lies by Caz Frear (Aug. -
Trabajo Fin De Grado
UNIVERSIDAD AUTÓNOMA DE MADRID ESCUELA POLITÉCNICA SUPERIOR Grado en Ingeniería Informática TRABAJO FIN DE GRADO Aplicación web para ayuda en el aprendizaje de la gestión de memoria dinámica en programación con el lenguaje C Carlos Mesón de Arana Tutor: Marina De La Cruz Echeandía Ponente: Alfonso Ortega de La Puente JUNIO 2017 1 Aplicación web para ayuda en el aprendizaje de la gestión de memoria dinámica en programación con el lenguaje C AUTOR: Carlos Mesón de Arana TUTOR: Marina De La Cruz Echeandía Dpto. Ingeniería Informática Escuela Politécnica Superior Universidad Autónoma de Madrid Junio 2017 2 3 Resumen Este Trabajo Fin de Grado surge con objetivo de garantizar una herramienta que muestre visualmente mediante un formalismo de alto nivel distinto del lenguaje de programación C las peculiaridades de la gestión de la memoria dinámica para facilitar el aprendizaje de los estudiantes. Este proyecto nace de la reiteración de la experiencia observada en las aulas y los laboratorios del incremento de la competencia en la correcta gestión de la memoria dinámica de aquellos alumnos que son capaces de imaginar visualmente el proceso. El proyecto consistirá en el desarrollo de una aplicación web para facilitar la adquisición de esa imagen visual. Para ello se incorporará al sitio web un canvas en el que diseñar visualmente su algoritmo de gestión de memoria mediante bloques propios desarrollados con el lenguaje de bloques de Google Blockly, un canvas en el que se representará gráficamente la memoria del sistema y las modificaciones que las operaciones de gestión de memoria realicen sobre ella al ser ejecutadas y un área de texto en la que se mostrará la equivalencia en lenguaje C de las operaciones diseñadas de manera visual. -
Blockly Manual © Revolution Education Ltd 2002-2016 V1.2.0 May Be Copied for Educational Use
A guide to using Blockly to simulate and program a PICAXE microcontroller © Copyright Revolution Education Ltd 1999-2016. Copyright is waived in the following circumstances: a small number of copies may be made for use in the purchaser’s school/college for use alongside PICAXE hardware. These copies may not be sold or made available outside the purchaser’s school. Blockly Manual © Revolution Education Ltd 2002-2016 v1.2.0 May be copied for educational use. 1 Overview Blockly for PICAXE is a free powerful visual programming tool for generating PICAXE microcontroller programs. By stacking coloured blocks on top of each other a control program can be rapidly generated. This simple click’n’drag programming method allows students to rapidly develop control sequences for real life microcontroller projects. Blockly can be run in a web browser on almost any device that has an internet connection. For offline use Blockly is embedded within PICAXE Editor and is also available as a standalone Chrome app. Blockly can be used in 3 different ways: 1) Within PE6 (PICAXE Editor 6) which is the main PICAXE programming environment (Windows) 2) As a standalone app (Windows/Mac/Linux/Chromebook) 3) On the www.picaxecloud.com website (any browser) All 3 methods share exactly the same Blockly source code and so work in a similar way on all platforms. However PE6 does contain a more powerful simulation engine. The wide range of PICAXE specific blocks allows the user to control output devices, such as motors and LEDs that are connected to the PICAXE microcontroller. We can switch devices on or off in sequences using: timing, counting, repetition, and decisions based on signals from digital and analogue sensors that are connected to the PICAXE microcontroller. -
Online Collection of Algorithms
JOHANNES KEPLER UNIVERSITAT¨ LINZ JKU Faculty of Engineering and Natural Sciences Online Collection of Algorithms Master’s Thesis submitted in partial fulfillment of the requirements for the academic degree Diplom-Ingenieur in the Master’s Program Computer Science Submitted by Wolfgang K¨ullinger,BSc. At the Institut f¨urSystemsoftware Advisor a.Univ.-Prof. Dipl.-Ing. Dr. G¨untherBlaschek Linz, November 2015 Abstract This thesis presents an interactive web platform, that provides an online knowledge base for common algorithms. The main target are algorithms that are important for ongoing computer scientists. The platform offers the possibility to try algorithms immediately. Every execu- tion step can be analyzed. The changes in the memory are visualized. Run-time statistics are collected and can be used to compare similar algorithms. New algorithms can be added using a registered user account. An author can use a graphical programming language to define algorithms. Any kind of information can be attached. Using comments and annotations, an algorithm can be explained in more detail. In particular students could benefit from the visual presentation of important algorithms. A web browser and an internet connection is needed in order to use the platform. There is no need to install any tools on the computer. It is not required to register for the basic functionality. This thesis gives insights about the program's internals. Some implementation details are explained extensively. The basic architecture is discussed and sketched schematically. It is a guide through the possibilities of the web application. All areas are explained using examples and illustrations. It also serves as documentation. -
As Easy As Click, Click, Code!
As easy as click, click, code! v A motivational learning system Programming Reference Document 45284 Contents Interface Overview ..........................................................................................................................................................1 The Fable PC Interface – Blockly ...........................................................................................................................................................1 The Fable PC Interface – Python ...........................................................................................................................................................2 Simple-View Blocks ..........................................................................................................................................................3 Logic .................................................................................................................................................................................................................3 Actions .............................................................................................................................................................................................................4 Loops ................................................................................................................................................................................................................5 Colors ...............................................................................................................................................................................................................6 -
Resume 15 Years of Experience
7/3/2019 Zulfa's Portfolio Resume 15 Years of Experience Zulfa Juniadi About Me Web Developer Name Age Education Mobile App Developer Game Developer Zulfa Juniadi 33 Years Old Universiti Teknologi Petronas About me Experience Home Award Resume Portfolio 15 Years Kajang, Selangor Developer Hero, 2016 github.com/zulfajuniadi Experience hailburns.itch.io twitter.com/zuljzul Sept 2018 - July 2019 August 2014 - August 2018 +60192727155 [email protected] Lead Developer Head of Software Development zulfajuniadi.com Grenapps Sdn Bhd Department Set up software division Train junior developers Sands Consulting Sdn. Bhd. (Merged with Grenapps Sdn. Bhd.) Maintain existing systems from Sands Consulting Sdn Bhd Planning time and human resource for upcoming projects Assisting junior developers through code review Consulting customers pre and post deployment August 2012 - July 2014 August 2009 - June 2012 Lead Programmer Presales Engineer Hasrimy Technologies Sdn Bhd Intisari Tuah Group Sdn Bhd Conversion of Illustrator / Sketch design to HTML / CSS Finding contracts and projects in networking services Design SQL database schema according to project requirements and Planning and proposing projects to prospective customers needs Consulting customers during deployment Lead the programming department February 2005 - May 2008 June 2008 - June 2009 Zultek Solutions DSA Networks Sdn Bhd Owner / CEO Sales Director Finding contracts and projects in IT services Negotiating contracts and projects in networking services Provided Streamyx registration, installation and networking services Specializing in enterprise wireless solution and leased line Internet Became top Streamyx reseller in Sabah access Community Work 2013 - Current 2013 - Current 2013 - Current Programming Laman Laravel Group Javascript Malaysia Web UI / UX Malaysia A Facebook group of Javascript coders in Malaysia.