Definition of Constructor and its types.
- Subject:
- Applied Science
- Computer Science
- Material Type:
- Activity/Lab
- Author:
- Vinodhini P
- Date Added:
- 08/26/2019
Definition of Constructor and its types.
Overview: This assignment goes over 11 of the Consumer Protection Laws. There is a presentation with a project on it and a project page included. This lesson can be a stand alone lesson or be a second part to the Consumer Rights lesson also posted on the OER.
Overview: This lesson goes over the eight elements of the Consumer BIll of Rights. There is a presentation, notes page and assignment/project titled 8 Student Rights. This lesson can be a stand alone lesson or it can be a two part lesson. Part 1 Consumer Rights, Part 2 Consumer Protection Laws also found on the OER.
Unit that includes lessons on your money & social media, advertisements & dark patterns, comparison shopping, identity theft, scams & fraud.
The onset of the COVID-19 pandemic changed consumer spending habits. The January 2021 issue of Page One Economics® reviews how people substituted meals purchased at restaurants with meals cooked at home. Also, people traveled less and the demand for hotel services decreased. As a result, both employment and prices declined in the leisure and hospitality industry.
Trecho do livro O auto da Compadecida, do escritor paraibano Ariano Suassuna. A história é usada como roteiro para a criação de uma história no Scratch.
Bluetooth is everywhere—from smartphones to computers to cars. Even though students are exposed to this technology, many are not aware of how they can use it themselves to wirelessly control their own creative projects! For this challenge, students build on what they learned during a previous Arduino maker challenge, Make and Control a Servo Arm with Your Computer, and learn how to control a servo with an Android phone (iPhones do not work with the components used in this challenge). By the end of the exercise, expect students to be wirelessly controlling a servo with a simple phone application!
Host Harry Kreisler welcomes computer scientist Jaron Lanier. Lanier talks about his work in computer science and his work as a composer and student of music. He reflects on the implications of technology for culture and offers his assessment of how far the revolution in communications will go. (53 min)
Learn a technique for converting decimal numbers into binary numbers using just pen, paper, and calculations. Works best for small numbers, since bigger numbers require increasingly more calculations. Created by Pamela Fox.
These materials aim to provide accessible and practical information about copyright – its protections, its limitations, and its role in encouraging creativity. Rather than just emphasizing what copyright prohibits, the goal here is to offer useful and positive information about what copyright allows and how students can successfully navigate and rely on copyright in their own roles as creators.
It is important to note that these materials focus on copyright in the United States. Other countries have similar frameworks, but their rules may differ on certain concepts such as fair use.
Lessons for students in grades K-12 are provided in pdf and google slide format.
This interactive learning module explores the history of copyright right from the “Battle of the Book” in the 6th century, through the invention of the printing press; and up to the 1968 Australian Copyright Act. It aims to provide an understanding of why the laws were necessary and what their implications are for today’s world. After completing this module, students should be able to:
* explain the drivers for and rationale of early copyright legislation;
* understand the impact of the printing press on historical concepts of authorship and copyright legislation;
* define modern copyright; interpret Australian copyright principles;
* evaluate the suitability of current copyright and
* defend the need for copyright reform in the future.
This module can be downloaded and embedded in course sites.
Please note: a few of the supplementary/additional (non-core) resources linked to in this resource are restricted to University of South Australia staff and students. These have been clearly annotated. This module has been created using H5P software.
This infographic introduces the basics of copyright in the United States. The following link will take you to an accessible infographic transcript: https://docs.google.com/document/d/1enVXgl6GqqwBluClRWckIYYhxcabPfQ97HZiqqG7p48/edit?usp=sharing
Could I be an Entrepreneur? Is a lesson for students to identify characterisitcs of an entrepreneur. Then complete self assessments to identify personal characteristics that match those of entrepreneurs.
This website will be very useful for students who are beginners for C programming.
* All topics are explained very clearly and in very easy way to understand.
* Easy navigation through all topics
* Simple example programs and output
* Real time application programs with source code
Codes are used to transmit messages. We may use codes to keep our messages secret from people who do not know the code, or we may use them to change one type of information into another. The key to decoding a message is knowing the rule to crack the code. In this lesson, students will explore different types of codes, create coded messages, and apply rules to decode messages. This lesson provides the background needed for students to then develop their own method for transferring information. This lesson results from a collaboration between the Alabama State Department of Education and ASTA.
Students put their STEAM knowledge and skills to the test by creating indoor light fixture “clouds” that mimic current weather conditions or provide other colorful lighting schemes they program and control with smartphones. Groups fabricate the clouds from paper lanterns and pillow stuffing, adding LEDs to enable the simulation of different lighting conditions. They code the controls and connect the clouds to smart devices and the Internet cloud to bring their floating clouds to life as they change color based on the weather outside.
In my Marketing class, I do a project where students work in groups to "create" a company and a product new to the market that they have to "sell" to the school. The companies have to create an original logo. In creating their logos, I'd have students check the USPTO database to be sure their logo ideas don't match ones already registered in the database. Also, I would get students to use the patent classification system to give their new products a unique name using patent "language".
These days, tools exist so that anybody can build a website, but that doesn't mean anyone will want to visit it. This workshop will get you hands-on experience with the underlying code it takes to develop a website (HTML & CSS) as well as website design considerations. The culmination of this workshop will be the launch of your own website!Learning Objectives:Insert hyperlinks into a web pageEmbed multimedia content into a web pageIdentify & use HTML tags to add content to a web pageIdentify & use CSS tags to change the style and layout of a web pageIdentify & use openly-licensed workIterate on a design after feedback from target audienceIdentify different parts of a web page using industry-recognized termsIdentify & use JavaScript to add interactivity to a web pageThe Web Literacy Map identifies competencies and skills that the Mozilla community believes are important to pay attention to when getting better at reading, writing and participating on the web. This lesson is primarily focused on the Write strand.
This document details a simple way for anyone to create an interactive digital adventure game with zero programming. This activity can be done as an individual or with a team. Use a cloud-based PowerPoint program to get started (Google slides recommended).
Students are introduced to servos and the flex sensor as they create simple, one-jointed, finger robots controlled by Arduino. Servos are motors with feedback and are extensively used in industrial and consumer applications—from large industrial car-manufacturing robots that use servos to hold heavy metal and precisely weld components together, to prosthetic hands that rely on servos to provide fine motor control. Students use Arduino microcontrollers and flex sensors to read finger flexes, which they process to send angle information to the servos. Students create working circuits; use the constrain, map and smoothing commands; learn what is meant by library and abstraction in a coding context; and may even combine team finger designs to create a complete prosthetic hand of bendable fingers.