Using Avida-ED freeware, students control a few factors in an environment populated …
Using Avida-ED freeware, students control a few factors in an environment populated with digital organisms, and then compare how changing these factors affects population growth. They experiment by altering the environment size (similar to what is called carrying capacity, the maximum population size that an environment can normally sustain), the initial organism gestation rate, and the availability of resources. How systems function often depends on many different factors. By altering these factors one at a time, and observing the results, students are able to clearly see the effect of each one.
In this culminating activity of the unit, students bring together everything they've …
In this culminating activity of the unit, students bring together everything they've learned in order to write the code to solve the Grand Challenge. The code solution takes two images captured by robots and combines them to create an image that can be focused at different distances, similar to the way that humans can focus either near or far. They write in a derivative of C++ called QT; all code is listed in this activity.
This unit is designed for advanced programming classes. It leads students through …
This unit is designed for advanced programming classes. It leads students through a study of human vision and computer programming simulation. Students apply their previous knowledge of arrays and looping structures to implement a new concept of linked lists and RGB decomposition in order to solve the unit's Grand Challenge: writing a program to simulate peripheral vision by merging two images. This unit connects computer science to engineering by incorporating several science topics (eye anatomy, physics of light and color, mathematics, and science of computers) and guides students through the design process in order to create final simulations.
Students modify a provided App Inventor code to design their own diseases. …
Students modify a provided App Inventor code to design their own diseases. This serves as the evolution step in the software/systems design process. The activity is essentially a mini design cycle in which students are challenged to design a solution to the modification, implement and test it using different population patterns The result of this process is an evolution of the original app.
Students observe natural selection in action and investigate the underlying mechanism, including …
Students observe natural selection in action and investigate the underlying mechanism, including random mutation and differential fitness based on environmental characteristics. They do this through use of the free AVIDA-ED digital evolution software application.
The “Systems Are Everywhere” module was originally written for high school science …
The “Systems Are Everywhere” module was originally written for high school science teachers or counselors to use in any setting (in class or in extracurricular programs). However, during field-testing, we found that many elementary and middle school teachers were able to use these lessons successfully with their students. The module is made up of three lessons that serve to foster students’ understanding of systems, systems models, and systems thinking at every level of learning and across many content areas. Blended throughout the lessons are career connections that will introduce students to diverse systems thinkers in STEM, and provide context for how systems approaches are used in real life to address complex problems. The lessons and module can be used as a stand-alone set of activities or can be integrated into any course as an extension or enrichment.
The module begins with students modeling a complex system. Students will brainstorm and sketch the parts and connections of the system, then use an online tool (Loopy) to model the interactions of those parts and connections. Next, students will develop their understanding of systems thinking skills and their application for addressing problems and solutions. Then, students will apply their knowledge and skills to model a system of their choosing. Lastly, they will showcase their skills by creating a student profile and integrating their systems thinking skills into a resume.
Target Audience This is our introductory module that we recommend teaching before each of our other modules to give students a background in systems and to help them understand the many careers available in STEM. This module can be applied easily to any content area and works best as written for students between 6th and 12th grades but can be adapted for other ages. It works very well when teaching virtually and in-person. If you are looking for an introduction to systems that can be delivered in-person with more kinesthetic activities, please see our Introduction to Systems module. The Intro to Systems module works best with 8-12 grade students, though can be used with some modifications for 6-7th graders. This Systems are Everywhere module can work well for elementary through secondary grades.
As a part of the research and revise step of the Legacy …
As a part of the research and revise step of the Legacy Cycle, this lesson provides students with information they will need later on to be able to average pixels to simulate blurring in the peripheral plane of vision. Students learn why image color becomes important as we distort the outer boundaries of an image and have to interpolate pixels to fill in gaps created from our algorithm. Students learn what a digital image is, what pixels are, and how to convert between RGB and hexadecimal values.
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