Imagine handing a deck of cards to someone and they input the top card into the computer and it tells them where any other card in the deck is located?
Imagine doing that without any type of data structures.
Imagine a first semester Java student's surprise when their computer learns these tricks!!!
Imagine the students telling you the top card and you proceed to call the remaining cards in the deck in order.
This material will last 2 to 3 weeks depending on the programming skills of the students.
Based on card magic dating to the 19th century, this is a packet for everyone.
A 15 page guide includes the history and how to perform the individual tricks with a physical deck of cards. You students can experiment with the cards to develop their own algorithm of how to program the computer to perform each trick. Hands on allows them to self check each run of their code when the time comes.
Next is 13 pages of lab documents. Twelve different labs all explained on 1 page each. The 13th page covers the 12th lab with 2 additional bonuses.
A 3 page handout covers the pseudocode algorithm for the teacher to use for giving hints or hand to the weaker students.
Two sets of java files are included.
First is a starter file where each trick is solved and outputted within its own method. This single file is preferred by teachers who introduce objects later in the year,
Second is a set of files with a Deck class and Runner file. Each trick is coded and output from a single method.
Keys are provided for both sets.
What makes these labs unique is that they cab be completed by most first semester Computer Science Students. Skills required are Loops and Switches. There are no data structures used.
12 labs and 12 magic tricks - less than 63 cents each.