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Got Dirty Air?
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This lesson introduces students to the concepts of air pollution and technologies that have been developed by engineers to reduce air pollution. Students develop an understanding of visible air pollutants with an incomplete combustion demonstration, a "smog in a jar" demonstration, construction of simple particulate matter collectors and by exploring engineering roles related to air pollution. Next, students develop awareness and understanding of the daily air quality and trends in air quality using the Air Quality Index (AQI) listed in the newspaper. Finally, students build and observe a variety of simple models in order to develop an understanding of how engineers use these technologies to clean up and prevent air pollution.

Author:
Janet Yowell
Malinda Schaefer Zarske
Integrated Teaching and Learning Program,
Amy Kolenbrander
Jessica Todd
The Grand Challenge
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This lesson introduces the MRI Safety Grand Challenge question. Students are asked to write journal responses to the question and brainstorm what information they will need to answer the question. The ideas are shared with the class and recorded. Students then watch a video interview with a real life researcher to gain a professional perspective on MRI safety and brainstorm any additional ideas. The associated activity provides students the opportunity to visualize magnetic fields.

Author:
TeachEngineering.org
VU Bioengineering RET Program, School of Engineering,
Eric Appelt
The Grand Challenge: Simulating Human Vision
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Students are introduced to the Robotics Peripheral Vision Grand Challenge question. They are asked to write journal responses to the question and brainstorm what information they require to answer the question. Their ideas are shared with the class and recorded. Then, students share their ideas with each other and brainstorm any additional ideas. Next, students draw a basis for the average peripheral vision of humans and then compare that range to the range of two different focal lengths in a camera. Through the associated activity provides, students see the differences between human and computer vision.

Author:
Anna Goncharova
Mark Gonyea
TeachEngineering.org
VU Bioengineering RET Program,
Rachelle Klinger
Habitat Mapping
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The marine environment is unique and requires technologies that can use sound to gather information since there is little light underwater. The sea-floor is characterized using underwater sound and acoustical systems. Current technological innovations are allowing scientists to further understand and apply information about animal locations and habitat. Remote sensing and exploration with underwater vehicles allows scientists to map and understand the sea floor, and in some cases, the water column. In this lesson, the students will be shown benthic habitat images produced by GIS. These imaged will lead to a class discussion on why habitat mapping is useful and how current technology works to make bathymetry mapping possible. The teacher will then ask inquiry-based questions to have students brainstorm about the importance of bathymetry mapping.

Author:
Kimberly Goetz
Jonelle Stovall, Pratt School of Engineering
Melissa Sanderson, Duke University Marine Lab
Jonelle Stovall
Heather Kerkering, Duke University Marine Lab
Kimberly Goetz, Duke University Marine Lab
Engineering K-PhD Program,
Melissa Sanderson
TeachEngineering.org
Heather Kerkering
Hand Battery
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In this activity about chemistry and electricity, learners form a battery by placing their hands onto plates of different metals. Learners detect the current by reading a DC microammeter attached to the metal plates. Learners experiment with different metals to find out what combination produces the most current as well as testing what happens when they press harder on the plates or wet their hands. Learners also investigate what happens when they wire the plates to a voltmeter.

Author:
The Exploratorium
California Department of Education
NEC Foundation of America
National Science Foundation
Haptics: Touch Command
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Students experience haptic (the sense of touch) feedback by using LEGO® MINDSTORMS® NXT robots and touch sensors to emulate touch feedback recognition. With four touch sensors connected to LEGO NXTs, they design sensor attachments that feel physically distinguishable from each another. Then students answer questions and communicate their answers to the NXT by pressing the touch sensor that is associated with the right multiple-choice answer letter. Haptics becomes essential when students must use the NXT sensors to answer the next set of questions without the aid of their vision. This challenges them to rely solely on the tactile feeling of each unique touch sensor attachment that they created in order to choose the correct peripheral slot. Students also learn about real-world applications of haptics technology.

Author:
AMPS GK-12 Program,
TeachEngineering.org
James Muldoon, Saranii Muller-Clark
Heat Transfer Lesson
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Students explore heat transfer and energy efficiency using the context of energy efficient houses. They gain a solid understanding of the three types of heat transfer: radiation, convection and conduction, which are explained in detail and related to the real world. They learn about the many ways solar energy is used as a renewable energy source to reduce the emission of greenhouse gasses and operating costs. Students also explore ways in which a device can capitalize on the methods of heat transfer to produce a beneficial result. They are given the tools to calculate the heat transferred between a system and its surroundings.

Author:
Malinda Schaefer Zarske
Integrated Teaching and Learning Program,
Denise W. Carlson
Lauren Cooper
TeachEngineering.org
Landon B. Gennetten
The History of Computing, Spring 2004
Conditional Remix & Share Permitted
CC BY-NC-SA
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Examines the development of computing techniques and technology in the nineteenth and twentieth centuries, particularly critical evaluation of how the very idea of "computer" changes and evolves over time. Emphasis is on technical innovation, industrial development, social context, and the role of government. Topics include Babbage, Hollerith, differential analyzers, control systems, ENIAC, radar, operations research, computers as scientific instruments, the rise of "computer science," artificial intelligence, personal computers, and networks. Includes class visits by members of the MIT community who have made important historical contributions. This course focuses on one particular aspect of the history of computing: the use of the computer as a scientific instrument. The electronic digital computer was invented to do science, and its applications range from physics to mathematics to biology to the humanities. What has been the impact of computing on the practice of science? Is the computer different from other scientific instruments? Is computer simulation a valid form of scientific experiment? Can computer models be viewed as surrogate theories? How does the computer change the way scientists approach the notions of proof, expertise, and discovery? No comprehensive history of scientific computing has yet been written. This seminar examines scientific articles, participants' memoirs, and works by historians, sociologists, and anthropologists of science to provide multiple perspectives on the use of computers in diverse fields of physical, biological, and social sciences and the humanities. We explore how the computer transformed scientific practice, and how the culture of computing was influenced, in turn, by scientific applications.

Subject:
Applied Science
Computer Science
Linguistics
Social Science
Material Type:
Full Course
Textbook
Author:
Gerovitch, Slava
Date Added:
01/01/2004
Hot Wheelin' with Speed, Acceleration, and Data Graphs
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This activity is a lab investigation where students observe, record, and gather data on the speed, acceleration, constant speed, and average speed of toy cars. This activity allows for futher investigation of speed, time, and distance of objects to calculate speed and acceleration.

Author:
Jenny Panichi
Jenny Panichi Cook Elementary Cook, MN based on an orginal activity from T.Trimpe, Havana Junior High, Havana, IL via http://sciencespot.net/Pages/classphys.html
How Arduino is open-sourcing imagination
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Massimo Banzi helped invent the Arduino, a tiny, easy-to-use open-source microcontroller that's inspired thousands of people around the world to make the coolest things they can imagine — from toys to satellite gear. Because, as he says, "You don't need anyone's permission to make something great."

Author:
Massimo Banzi
How Do Things Fall?
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Students learn that it is incorrect to believe that heavier objects fall faster than lighter objects. By close observation of falling objects, they see that it is the amount of air resistance, not the weight of an object, which determines how quickly an object falls.

Author:
Ben Heavner
Malinda Schaefer Zarske
Integrated Teaching and Learning Program,
Denise Carlson
TeachEngineering.org
Xochitl Zamora-Thompson
How Far Does the Robot Go?
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Students practice their multiplication skills using robots with wheels built from LEGO® MINDSTORMS® NXT kits. They brainstorm distance travelled by the robots without physically measuring distance and then apply their math skills to correctly calculate the distance and compare their guesses with physical measurements. Through this activity, students estimate parameters other than by physically measuring them, practice multiplication, develop measuring skills, and use their creativity to come up with successful solutions.

Author:
AMPS GK-12 Program,
Keeshan Williams
TeachEngineering.org
Elina Mamasheva
How Fast Does Water Travel through Soils?
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Students measure the permeability of different types of soils, compare results and realize the importance of size, voids and density in permeability response.

Author:
Russ Holstein
Ryan Cain
Eduardo Suescun
TeachEngineering.org
AMPS GK-12 Program,
Magued Iskander
How technology evolves
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Tech enthusiast Kevin Kelly asks "What does technology want?" and discovers that its movement toward ubiquity and complexity is much like the evolution of life.

Author:
Kevin Kelly
How to Pull Something Heavy
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Students measure and analyze forces that act on vehicles pulling heavy objects while moving at a constant speed on a frictional surface. They study how the cars interact with their environments through forces, and discover which parameters in the design of the cars and environments could be altered to improve vehicles' pulling power. This LEGO® MINDSTORMS® based activity is geared towards, but not limited to, physics students.

Author:
AMPS GK-12 Program,
Irina Igel
TeachEngineering.org
How to build your creative confidence
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Is your school or workplace divided into "creatives" versus practical people? Yet surely, David Kelley suggests, creativity is not the domain of only a chosen few. Telling stories from his legendary design career and his own life, he offers ways to build the confidence to create... (From The Design Studio session at TED2012, guest-curated by Chee Pearlman and David Rockwell.)

Author:
David Kelley
Impact of a Superstar
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This math lesson from Illuminations has students use technology tools to plot and interpret data. The material incorporates data from two NBA teams' 2004-2005 seasons. The lesson asks students to identify lines of best fit and detect outliers when plotting data. Students will also compare lines of best fit in respect to that data. The material is appropriate for grades 9-12 and should require 1 class period to complete.

The Internet of Things: Dr. John Barrett at TEDxCIT
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Dr. John Barrett is Head of Academic Studies at the Nimbus Centre for Embedded Systems Research at Cork Institute of Technology (CIT) and Group Director of the Centre's Smart Systems Integration Research Group. His research is focused on packaging, miniaturisation and embedding of smart systems in materials, objects and structures. He has been active in Irish and European R&D projects in the areas of packaging and systems integration for almost 30 years and has over 100 publications in topics related to his field.

In the spirit of ideas worth spreading, TEDx is a program of local, self-organized events that bring people together to share a TED-like experience. At a TEDx event, TEDTalks video and live speakers combine to spark deep discussion and connection in a small group. These local, self-organized events are branded TEDx, where x = independently organized TED event. The TED Conference provides general guidance for the TEDx program, but individual TEDx events are self-organized.* (*Subject to certain rules and regulations)

Author:
Dr. John Barrett