U3 SEMESTER PLANNING GUIDE Computer Science/Robotics 3 9

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U3 SEMESTER PLANNING GUIDE Computer Science/Robotics 3 9
U3 SEMESTER PLANNING GUIDE
Computer Science/Robotics
Week
9
Unit
Solving with Intelligent Machines
3 Problem
Engage: What Is a Robot?
Week 9: Student Text, Unit 3, Section 1:
COMPUTER SCIENCE AND
PROGRAMMIMG
Class Activity
Class Assignment / Reading/Lab
Outcome
Assignments
#!Discussion: Actions and Students demonstrate
Due Tuesday:
Behaviors: RoboScripts
their teams’ Meet and
%Read Unit 3 pages 1 $U01 Routines01.doc
Greet routines.
5 Text: Engage and Pre
Explore: Thinking Like a Computer
Engage and
Explore; S1
Lecture
M
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AGE
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EXP
LOR 🔰 Lecture Notes TM
E
📺Video U03 Visual
Thinki
n
g
Like a
Comp
uter
Button Up Application
and Engage Exercise:
U201 Avatar of your
Own
!Student Computer Science Supplemental Ref:
Notebooks
http://www.bbc.com/
$U01Notebook.doc
future/story/20130901Review the listed functions is-the-uncanny-valley" 🔰 Lecture TM plus
real l
Does Form or Function and applications and ask
Guide Robotic Design? students to add their own
observations.
Algori
thms:
From
Abstra
ctions
to
Power
Tools
Communication
Strategies with
Zeno.mvw (RobotIcon
version of the Meet and
Greet script)
EXP
LAI
N
!🔰 Lecture Notes TM
Game
Theor
y and
Allgor
ithms
EXP
LAI
N 1.1
Theor
y and
Game
s
#!Discussion: Compare
how parents and care givers
have relied upon picture
exchange communications
systems to assist special
needs children with delayed
or no-speech
Assess
$ Engage Exercise:
U301 PEC_Picture
Exchange
Communication (TK)
And U03 Visual
ommunication.doc
&"Assignment: Watch Due Wednesday:
the video tutorial at
%Access the site,
http://www.coderun.com/ www.coderun.com and
tv/#develop for an online select Try It Now . This will
display an IDE where you
lesson.
$Intro to PECs (TK)
#!Discussion: Show
"!Guided Learning:
Programming a Human
http://www.do2learn.com/
#Sequence, Slection subscription/product_details/ Robot, TM page 22.
and Iteration, page 20. Faceland/
video_Faceland2.html
!#Computer Lab
Open Button-Up
"!Discussion: Programming
can enter, compile and test
code. Watch the video
tutorial at http://
www.coderun.com/tv/
#develop for an online
lesson
Due Thursday:
1Game Theory and
Algorithms; 1.1 Theory
and Games; 1.2
Searching for Rational
Answers
program for students to a Humanoid Robot.
create their own scripts
for an Historical Event.,
TM pg 22.
""Assignment
Due Friday:
Students create a Village PEC Scripts
Game Theory and
Balm algebraic algorithm
Algorithms
that equitably divides
profit amongst investors
!#Computer Lab
$U01Behaviors02.doc
and save to their
Friday Team Prsentations
Students use Button-Up Have students use buttons
Computer Science
Remind students that will be
program to create their to test and display
Notebooks. Set due date presenting their PEC
PEC demonstrations.
routines.
for Friday.
programs to the class.
!🔰 Lecture Notes TM
#!Discussion: Both
Neumann and Morgenstern
assumed humans are
absolutely rational in their
economic choices. Are they?
F
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EXP
LAI
N 12
!🔰 Review George
#!Discussion:
Presentatons
PEC Scripts
"🚻 Teams Divide
Download: Unit 3, Section
class into teams and
2 A Guess is as Good as
Searhi
provide each team with a Smile
ng for
Guide students on converting
scissors, paper and
%Read, 2.1 Thinking
Ration 🔰 Lecture Notes The Turing their PEC scripts and outlines to
envelops. Have teams Logically; 2.2 Considering
al
Test
actual applications.
do the trick, then write Alternatives
Answ
ers
a working algorithm.
Polya: How to Solve It
"Assignment #- $ presentation order #Computer Lab
Week
10
Unit
INTELLIGENT MACHINES
3 UNDERSTANDING
TM: U 3, S 2 Algorithms and Intelligent Machines
S2: 2.1 -2.4
Lecture
Class Activity
M
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D
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EXPL
#"U3 TMT Table, How to
AIN 2 !🔰 Lecture Notes TM
Solve it, Human Problem
An algorithms for a Guess the Solving; Solving a Problem
A
Guess Number program
StepbyStep
I s A s Review
G o o d U3 Guess the Number Guide.doc
A s a Topic: Solutions based on the "!Discussion: 2.2 Writing
Algorithms
Smile nature of the problem.
T
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S
D
AY
EXPL
!🔰 Lecture Notes TM
AIN
Decision Points
2.2
Consi Guess the Number Guide.doc
Week
10
dering
Altern
atives
Unit
#!Discussion: Review
!#Computer Lab Preview
Implm
enting
Game
Theor
y in a
Comp
uter
Progra
m
📺 video 🔰 Lecture
M-W Student Text, Unit 3, Section 2
Class Assignment /
Outcome
Reading/Lab
Assignments
Developing problem-solving Due Tuesday:
skills.
%Review 2.2 Considering
!"Assignment Devise a Alternatives
Guess the Number
Pseudocode and enter in
your Computer Science
Notebook
Computer lab: coding
" Load and run:
GuessIt.java.
Due Wednesday:
Implementing Game Theory in a
Computer Program
BinaryBoxes program with
Zeno demonstrating binary
Computer Prrogram
Lecture
Class Activity
EXPL
AIN 3 !🔰 Lecture Notes TM
🚻 teams
Guess my Number 3 – For
Version; and
Guess my Number 3 – While
Version
INTELLIGENT MACHINES
3 UNDERSTANDING
TM: U 3, S 3 Implementing Game Theory in a
W-F S 3; 3.1 –
3.2
W
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D
AY
Due Monday:
#!Discussion: Parts of a
Program
Explain that in this section, $GuessNumber
students will create a game Discuss role Module/Package
where the computer generates in Python or Project in Java.
a random number between 1
and 20 and the students will
then have to guess the
number. See student text, pgs
16-26.
Th-F/M-T Student Text, Unit 3, Section 3
Class Assignment /
Outcome
Reading/Lab
Assignments
"🚻 Teams Divide class Due Thursday:
Review 3.1 Parts of a Program/
into teams ri create their
Read: Creating and Tracking
programs.
Variables
Setting up, structuring and
""Assignment
importing parts of a
Create a game where the
program.
computer generates a
random number between 1
and 20 and students then
have to guess the number .
Due Friday.
#! Discussion
% Read(student text)
$
file
📰 IDE
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F
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Week
11
EXP
"!Discussion: Data
LAIN !🔰 GUIDE LEARNING: Types
3
Creati
ng
and
Tracki
ng
Varia
bles
A variables is a reserved
memory location that the
CPU uses to store values.
EXP
LAIN !🔰 Review Structuring a
Creati Programs
ng
and
Track
ung
Varia
bles
Unit
Creating a Random
Number
M
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EXPL
AIN 3 !🔰 Lecture Notes TM
Loops Looping and checking
a n d conditions
T
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EXPL
!🔰 Lecture Notes TM
AIN
3Revi Python Lab
11
Condit
ions
" 🔰 Lecture Notes TM
Using the While statement
GL 3.1 Sec. 3.5 Creating a
Sequence
ew the
Code Java Lab
Unit
making an object
"!Discussion: Java
""Assignment
Literals
Continue Lab.
Python: Strings and Python
Tuples.
With variables for the number of
guesses taken, the player’s name,
and a random number between 1
and 20. Now what? How do you
control the flow of the program?
Java tutorial
Due Monday:
%Read 3.Loops and
Conditions
Section 3.4 Python;
Section 3.6 Java
INTELLIGENT MACHINES
3 UNDERSTANDING
TM: U 3, S 3 Loops and Conditions
M-T S3 3.4: 3.7 Lecture
Week
""Assignment In Ja va, Resources:
M-T Student Text, Unit 3, Section 3.4 Python;
3.6 Java
Class Activity
Class Assignment /
Reading/Lab
Outcome
Assignments
#"Assignment Comment Set ""Note: . Although the
Due Tuesday:
up a loop for guesses
!!Discussion: 3.6
Maintaining Program Flow
Remind the students of their
algorithms and program flow
that they have previously
developed .
Save and run the
EXTRA CREDIT How many program..
different kinds of algorithms
are there? Do they have actual,
formal names?
#!Discussion: Consider the ""Assignment
outcome of using different
conditionals.
INTELLIGENT MACHINES
3 UNDERSTANDING
TM: U 3, S 4 Working with the Robokind Workshop
T-F S4; 4.1 – 4.4 Lecture
basic concept is straight%Read 3,7 Using Flowcharts
forward, students may present
the program flow in a different
order
Class Activity
Due Wednesday:
CLASS ASSIGNMENT: Have %Read 4. Working wwith
students change their code
the
from form of looping to
Robokind Workshop
another, i.e. from for loops to
while loops.
W-F/M-T Student Text, Unit 3, Section 4
Class Assignment /
Outcome
Reading/Lab
Assignments
W
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Week
12
EXP !📺 Video Presentation
LAIN
4
Worki
ng
with
the
Robo
kind
Work
shop
U03 Zeno Says Hello
#Compile and run Zeno
Says Hello.
Compile and run the
program and observe how
the program operates.
EXP
LAIN !🔰 Lecture: Compare
Installing and modifying
4.3
Run an existing program
Meet
and
Gree
t
Have students install the Meet
and Greet applications program
observed in Unit 1. Run the
program and observe the
performance of the personal
avatar/
EXP
LAIN
!🔰 Lecture TM Have
#🚻 If students have to
students modify the Meet
and Greet program
according to the routines
they created in Unit 2..
make the changes and run
the program again
Const
ructin
ga
Worki
ng
Robot
ics
Prese
ntatio
n
Unit
Have stydents copy the Due Thursday:
ZenoSaysHello.java
%Read 4.3 Import,
program into their Java IDE. Modify and Run ‘Meet and
Greet’
Have students compare Due Friday:
the operation of the Meet %Have student review
and Greet program with the new scripts they
the scripts they created in created in Unit 2 for their
Unit 1. How accurate are own Meet and Greet
the scripts.
routines. Students will use
these scripts Friday to
create their own personal
Meet and Greet programs.
Due Monday:
Have students prepare a Download: Unit 3, Section
pause to correct missteps program suitable for a
5 Writing a Program for
(debug), simply have them classroom presentation.. Your Personal Avatar.
"#Computer Lab
INTELLIGENT MACHINES
3 UNDERSTANDING
TM: U 3, S 5 Writing a Program for Your Personal
Avatar
M-T S3 3.4: 3.7 Lecture
M
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E L A !📺 Video Presentation
BOR
Boxing Match.mpg
ATE
Writin !🔰 Lecture TM Review
g
a
Progra Elaborate: Algorithms and
m for Machines
T
U
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S
D
AY
ELA
BOR
ATE
Yo u r
P e r s o ##Computer Lab Student
n a l
Avatar review Boxing Match
%Read Elaborate:
Algorithms and Machines
M-T Student Text, Unit 3, Section 5
Class Activity
Class Assignment /
Reading/Lab
Outcome
Assignments
"#Computer Lab Students !!Students evaluate the Due Tuesday:
observe and create a script/
story board that illustrates
the behaviors the robot/
avatar uses to perform the
Boxing Match program.
teams presentations and
vote on which ones want to
incorporate in their own
programs.
%Read Analyzing Computer
Algorithms; and 5.1 Analyzing
Zeno’s Binary Boxing Match
program?
.
iterations
##Computer Lab Using !! Discussion Using
Due Wednesday:
the script they created in 5.1, pseudocode as a planning %Read 5.2 Wring the Code
Teaching Master for $starter
the DecimalToPrimary
document for a program.
for Zeno’s Binary Boxing Match
program, boxes.java and
Program; and 5.3 Programming
discuss concept with students. program, and their behavior
Zeno to Perform the Binary
library, students begin writing
Boxing Match
their own renditions of the
"Display the code for
$boxes..java and explain how Boxing Match program.
!🔰 Lecture -- Display the
5.1
Analyz
ing
Zeno’s
Binary
Boxin
the code creates a working game.
g
Match
Progra
m
W
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U
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F
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ELA
BOR !🔰 Lecture -- Combing
ATE Unit 2 mathematical
5.2
Analy
ze a
Progr
am; .
3 Use
Algori
thms
to
Analy
ze
Progr
ams
#! Discussion
"Eliza includes examples Due Thursday:
of how choices are made in
creating programs. Use this
operations for converting
to increase facility with IF
decimal numbers to base 2 !Have students create their THEN / ELSE statements
pseudocode version of an and branching conditionals
with the action code that own
eliza program that focuses on a
will control how Zeno
particular interest of that
reacts'
student such as sports, games,
music, theater, books, etc..
$U01Behavior02.doc
ELABO
!Circulate among the
RATE !🔰 Lecture –This lesson "🚻 Select teams or pairs students and observe the
begins with small modules that that will rewrite a
5.4
pseudocode and algorithms
Using will address the subprograms combined version of the they are creating. Select
Pseudoc and routines that control
several to actively
student code for the
ode to selected actions and behaviors. magic trick, but with this demonstrate using the
Analyze For example, they will learn version being designed
Button Up program.
Compute how to control Zeno’s arm and for the avatar. This means
hand to raise and point to a
r
that students must use
Program selected box on the screen
actions and behaviors that
s
$U01Behavior02.doc
exist for the avatar.
Mac
hines
EVA !🔰 Lecture TM
" In the final
#🚻 Select teams to
LUA
iteration,
students can
{Program TK] This section demonstrate their
TE
add
voice,
wise cracks,
Testin will combine all of the
solutions to the problem. and challenge remarks to
g
Your
Know
ledge
math operations with the
various subroutines to
create a complete Boxing
Match program.
simulate playing a
decimal to binary game
against Zeno (or maybe
Zeno playing against the
computer).
%Read 5.4 Using
Pseudocode to Analyze
Computer Programs
From Computer Science
Notebook, students
retrieve the pseudocode
program they wrote in 1.5,
the Magic Trick.
Due Friday:
%Read Evaluate: Testing
Your Knowledge
Review the techniques, tools and
labels used for solving
problems.
Due Monday:
Download: Unit 4, Engage