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Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
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Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)
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Description

NOTE: See Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 1) - also available at TpT!

Introduction To Engineering (Week 2) is a video curriculum guide that introduces engineering (creative problem solving) via 5 "next-level" STEM / STEAM projects - which take a total of 20 hours to complete.

Our video guides are designed to "teach the teacher" to introduce and help students to complete these projects.

Check out the preview video - it presents the first 2 minutes of the 25-minute Building Roller Coasters guide!

Students culminate each project by reflecting on what they learned - and how it might be applied.

The list of projects (see below - including the title links to each project that can be purchased separately) cover artificial intelligence, animation, encryption, the "Internet of Things", and roller coasters!

1. Building Roller Coasters

Teams of 2-10 students learn about energy and energy transformation, then design and build a roller coaster model either using a purchased roller coaster model kit, or an equivalent-price “do-it-yourself” roller coaster model built from pipe insulation, toothpicks, masking tape and marbles.

2. Animation

This lesson shows how an object made of connected parts can be animated by displaying it as a series of graphic images. Students will work individually (or in teams of 2) to build their animations. This lesson can be done entirely without a computer by building a traditional “flip book” (using a PostIt note pad), or entirely on a computer using traditional slide production software (PowerPoint, Keynote, Google Drive Slides) - or a few alternative online tools. Or, you can combine these tools for a very rich experience.

3. Public Keys (Internet Security)

This lesson introduces two important Internet Security concepts: public-key encryption (via applied math) and one-way functions (math operations that are easy to generate, but hard to “crack” (reverse)). Student teams will appreciate that any lock can be broken, and that computer scientists study ‘hard’ problems to lengthen the time it will take to break a lock.

Two of the projects (artificial intelligence and "smart" buildings) take slight detours from engineering - to apply the engineering design process to problems of our existing state ...

4. It's Elementary (Artificial Intelligence)

This podcast lesson introduces students to Artificial Intelligence by showing how Boolean Algebra (a system of symbolic logic) can be used to represent “rules” in a virtual world (a video game or simulation).

Teams of 3-4 students will then build and present a virtual world by using Boolean Algebra to create a consistent set of “rules” based on propositions (statements that affirm or deny something) and implications (logical judgements based on evidence and prior observation).

The 'virtual world' that I create in the lesson is one where equality is predicated on both opportunity and circumstance.

Imagine that.


5. Smart Schools (Internet Of Things)

‘Smart’ buildings merge environmentally responsible design with embedded (“hidden”) computing technology (powered by lots of sensors).

This podcast lesson introduces ‘smart’ buildings that rely on ‘The Internet Of Things’ (a massive Web of ‘connected’ personal devices and appliances).

It concludes by asking student teams to ‘unplug’ and use only their “Spidey senses” (an innate ability to sense problems, but an even stronger sense of how to solve them) to apply these ‘smart’ concepts to improving their schools’ culture, climate, and community.

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Report this resource to TPT
Reported resources will be reviewed by our team. Report this resource to let us know if this resource violates TPT's content guidelines.

Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 2)

$1,000.00

Highlights

Digital downloads
Grades icon
Grades
6th - 12th, Adult Education, Higher Education
Subjects icon
Subjects
Pages
N/A
Teaching Duration
1 Week

Description

NOTE: See Introduction To Engineering (Creative Problem Solving) STEM STEAM Camp (Week 1) - also available at TpT!

Introduction To Engineering (Week 2) is a video curriculum guide that introduces engineering (creative problem solving) via 5 "next-level" STEM / STEAM projects - which take a total of 20 hours to complete.

Our video guides are designed to "teach the teacher" to introduce and help students to complete these projects.

Check out the preview video - it presents the first 2 minutes of the 25-minute Building Roller Coasters guide!

Students culminate each project by reflecting on what they learned - and how it might be applied.

The list of projects (see below - including the title links to each project that can be purchased separately) cover artificial intelligence, animation, encryption, the "Internet of Things", and roller coasters!

1. Building Roller Coasters

Teams of 2-10 students learn about energy and energy transformation, then design and build a roller coaster model either using a purchased roller coaster model kit, or an equivalent-price “do-it-yourself” roller coaster model built from pipe insulation, toothpicks, masking tape and marbles.

2. Animation

This lesson shows how an object made of connected parts can be animated by displaying it as a series of graphic images. Students will work individually (or in teams of 2) to build their animations. This lesson can be done entirely without a computer by building a traditional “flip book” (using a PostIt note pad), or entirely on a computer using traditional slide production software (PowerPoint, Keynote, Google Drive Slides) - or a few alternative online tools. Or, you can combine these tools for a very rich experience.

3. Public Keys (Internet Security)

This lesson introduces two important Internet Security concepts: public-key encryption (via applied math) and one-way functions (math operations that are easy to generate, but hard to “crack” (reverse)). Student teams will appreciate that any lock can be broken, and that computer scientists study ‘hard’ problems to lengthen the time it will take to break a lock.

Two of the projects (artificial intelligence and "smart" buildings) take slight detours from engineering - to apply the engineering design process to problems of our existing state ...

4. It's Elementary (Artificial Intelligence)

This podcast lesson introduces students to Artificial Intelligence by showing how Boolean Algebra (a system of symbolic logic) can be used to represent “rules” in a virtual world (a video game or simulation).

Teams of 3-4 students will then build and present a virtual world by using Boolean Algebra to create a consistent set of “rules” based on propositions (statements that affirm or deny something) and implications (logical judgements based on evidence and prior observation).

The 'virtual world' that I create in the lesson is one where equality is predicated on both opportunity and circumstance.

Imagine that.


5. Smart Schools (Internet Of Things)

‘Smart’ buildings merge environmentally responsible design with embedded (“hidden”) computing technology (powered by lots of sensors).

This podcast lesson introduces ‘smart’ buildings that rely on ‘The Internet Of Things’ (a massive Web of ‘connected’ personal devices and appliances).

It concludes by asking student teams to ‘unplug’ and use only their “Spidey senses” (an innate ability to sense problems, but an even stronger sense of how to solve them) to apply these ‘smart’ concepts to improving their schools’ culture, climate, and community.

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Report this resource to TPT
Reported resources will be reviewed by our team. Report this resource to let us know if this resource violates TPT's content guidelines.

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