All resources in Virtual Virginia

Teaching Infographics as Multiliteracy Arguments

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From "The Spectrum of Apple Flavors" to "We are all Zebras: How Rare Disease is Shaping the Future of Healthcare," we find colorful visual displays of information and data used to persuade, inform and delight their audience-readers. Most infographic assignments result in loose collections of related facts and numbers, essentially a collage or poster. Student create displays of unrelated factoids and spurious data correlations and they "ooh" and "ahhh" at beautiful nothings. However, the visual and textual elements of an infographic can culminate in a coherent multimodal argument which prompts inquiry in the creator and the audience.  In order to teach infographics as a claim expressed through visual metaphor, supported by reasoning with evidence in multiple modes, instructors employ a sequence of interventions to invoke the relevant skills and strategies at appropriate moments.  Composing and critiquing infographics can enhance understanding of both the content and rhetoric, since people analyze, elaborate and critique information more deeply when visual and textal modes are combined (Lazard and Atkinson 2014).This pedagogy of reading and writing multiple literacies can be adapted to other multimodal products. For an overview, refer to "Recipe for an Infographic" (Abilock and Williams 2014) which is also listed in the references for this module. We recommend that you experience this process yourself as you teach it to students.   

Material Type: Module

Author: Debbie Abilock

The Beauty of Data Visualization

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David McCandless turns complex data sets (like worldwide military spending, media buzz, Facebook status updates) into beautiful, simple diagrams that tease out unseen patterns and connections. Good design, he suggests, is the best way to navigate information glut -- and it may just change the way we see the world. A quiz, thought provoking question, and links for further study are provided to create a lesson around the 18-minute video. Educators may use the platform to easily "Flip" or create their own lesson for use with their students of any age or level.

Material Type: Lecture

Author: David McCandless

Data Analysis: Visualization and Dashboard Design

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Struggling with data at work? Wasting valuable time working in multiple spreadsheets to gain an overview of your business? Find it hard to gain sharp insights from piles of data on your desktop? If you are looking to enhance your efficiency in the office and improve your performance by making sense of data faster and smarter, then this advanced data analysis course is for you. If you have already sharpened your spreadsheet skills in Data Analysis: Take It to the MAX(), this course will help you dig deeper. You will learn advanced techniques for robust data analysis in a business environment. This course covers the main tasks required from data analysts today, including importing, summarizing, interpreting, analyzing and visualizing data. It aims to equip you with the tools that will enable you to be an independent data analyst. Most techniques will be taught in Excel with add-ons and free tools available online. We encourage you to use your own data in this course but if not available, the course team can provide. These course materials are part of an online course of TU Delft. Do you want to experience an active exchange of information between academic staff and students? Then join the community of online learners and enroll in this MOOC. This course is part of the Data Analysis XSeries.

Material Type: Full Course

Author: Dr. Felienne Hermans

Cascading Style Sheets

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This book is a guide to Cascading Style Sheets (CSS), a technique widely used in web pages including Wikipedia to describe their visual style and appearance. CSS can take HTML to new places creatively and functionally. Once you learn how to style mark-up, you can additionally learn JavaScript functions that make dynamic web pages.

Material Type: Textbook

LEGO Robots

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In this segment adapted from ZOOM, cast members use computers to program a robot in preparation for the FIRST LEGO League Challenge tournament. Despite meticulous planning and programming by its designers, an autonomous robot can encounter unexpected challenges. This is true for both LEGOŰ_í_Œ_ robots and Martian rovers. In this video segment adapted from ZOOM, cast members enter the FIRST LEGOŰ_í_Œ_ League Challenge tournament and work as a team to program their LEGOŰ_í_Œ_ robot to navigate a complex obstacle course. Grades 3-8.

Material Type: Activity/Lab

Authors: Argosy Foundation, WGBH Educational Foundation

C Programming

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C is the most commonly used programming language for writing operating systems. The first operating system written in C is Unix. Later operating systems like GNU/Linux were all written in C. Not only is C the language of operating systems, it is the precursor and inspiration for almost all of the most popular high-level languages available today. In fact, Perl, PHP, Python and Ruby are all written in C. By way of analogy, let's say that you were going to be learning Spanish, Italian, French, or Portuguese. Do you think knowing Latin would be helpful? Just as Latin was the basis of all of those languages, knowing C will enable you to understand and appreciate an entire family of programming languages built upon the traditions of C. Knowledge of C enables freedom.

Material Type: Textbook

C# Programming

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Although C# is derived from the C programming language, it introduces some unique and powerful features, such as delegates (which can be viewed as type-safe function pointers) and lambda expressions which introduce elements of functional programming languages, as well as a simpler single class inheritance model (than C++) and, for those of you with experience in "C-like" languages, a very familiar syntax that may help beginners become proficient faster than its predecessors. Similar to Java, it is object-oriented, comes with an extensive class library, and supports exception handling, multiple types of polymorphism, and separation of interfaces from implementations. Those features, combined with its powerful development tools, multi-platform support, and generics, make C# a good choice for many types of software development projects: rapid application development projects, projects implemented by individuals or large or small teams, Internet applications, and projects with strict reliability requirements. Testing frameworks such as NUnit make C# amenable to test-driven development and thus a good language for use with Extreme Programming (XP). Its strong typing helps to prevent many programming errors that are common in weakly typed languages.

Material Type: Textbook

C++ Programming

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The student will learn the mechanics of editing and compiling a simple program written in C++ beginning with a discussion of the essential elements of C++ programming: variables, loops, expressions, functions, and string class. Next, the student will cover the basics of object-oriented programming: classes, inheritance, templates, exceptions, and file manipulation. The student will then review function and class templates and the classes that perform output and input of characters to/from files. This course will also cover the topics of namespaces, exception handling, and preprocessor directives. In the last part of the course, the student will learn some slightly more sophisticated programming techniques that deal with data structures such as linked lists and binary trees. Upon successful completion of this course, students will be able to: Compile and execute code written in C++ language; Work with the elementary data types and conditional and iteration structures; Define and use functions, pointers, arrays, struct, unions, and enumerations; Write C++ using principles of object-oriented programming; Write templates and manipulate the files; Code and use namespaces, exceptions, and preprocessor instructions; Write a code that represents linked lists and binary trees; Translate simple word problems into C++ language. (Computer Science 107)

Material Type: Full Course

Educational App Development Toolkit for Teachers and Learners

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The Educational App Development Toolkit for Teachers and Learners is designed to introduce the basic and some intermediate concepts of Android app development on the App Inventor (AI2) platform. It provides hands-on activities and tutorials to use the Designer and Blocks Editor components of App Inventor to create apps that can be readily downloaded and used on any Android smartphone or tablet. Furthermore, the hands-on sessions will guide you on how to use features such as text-to-speech, accelerometer, speech recognition, drawing, video, games and music playback. The Toolkit also provides guidelines on how to package and distribute your app. For teachers a training plan is also provided that can be used to provide training to students in an instructor-led environment.

Material Type: Activity/Lab

Author: Ishan Sudeera Abeywardena

What Is a Computer Program?

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Through four lesson and four activities, students are introduced to the logic behind programming. Starting with very basic commands, they develop programming skills while they create and test programs using LEGO MINDSTORMS(TM) NXT robots. Students apply new programming tools move blocks, wait blocks, loops and switches in order to better navigate robots through mazes. Through programming challenges, they become familiar with the steps of the engineering design process. The unit is designed to be motivational for student learning, so they view programming as a fun activity. This unit is the third in a series. PowerPoint® presentations, quizzes and worksheets are provided throughout the unit.

Material Type: Full Course, Unit of Study

Authors: Pranit Samarth, Riaz Helfer, Sachin Nair, Satish S. Nair

Think Python 2e

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Think Python is an introduction to Python programming for beginners. It starts with basic concepts of programming, and is carefully designed to define all terms when they are first used and to develop each new concept in a logical progression. Larger pieces, like recursion and object-oriented programming are divided into a sequence of smaller steps and introduced over the course of several chapters.

Material Type: Textbook

Author: Allen Downey

Flow Charting App Inventor Tutorials

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Students design and create flow charts for the MIT App Inventor tutorials in this computer science activity about program analysis. In program analysis, which is based on determining the behavior of computer programs, flow charts are an important tool for tracing control flow. Control flow is a graphical representation of the logic present in a program and how the program works. Students work through tutorials, design and create flow charts about how the tutorials function, and present their findings to the class. In their final assessment, they create an additional flow chart for an advanced App Inventor tutorial. This activity prepares students with the knowledge and skills to use App Inventor in the future to design and create Android applications.

Material Type: Activity/Lab

Authors: Brian Sandall, Rich Powers

Program Analysis Using App Inventor

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In computer science, program analysis is used to determine the behavior of computer programs. Flow charts are an important tool for understanding how programs work by tracing control flow. Control flow is a graphical representation of the logic present in the program. In this lesson, students learn about, design and create flow charts for different scenarios, including a game based on the Battleship® created by Hasbro©. In the associated activity, Flow Charting App Inventor, students apply their knowledge from this lesson and gain experience with a software application called App Inventor. This lesson and its associated activity can be stand-alone or used as a launching point for the Android Acceleration Application unit or any lesson involving App Inventor.

Material Type: Lesson Plan

Authors: Brian Sandall, Rich Powers

HyperText Markup Language

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This is a guide to HTML, a standard markup language for web pages. A text editor and a web browser is all you need to create web pages, view your handiwork, and share information with others all over the world. This book covers simple HTML syntax. For dynamic behavior in websites, see the JavaScript wikibook. Another separate book covers Cascading Style Sheets (CSS) which handle overall look and styling, but the present book addresses CSS briefly. Additionally, XHTML has its own textbook.

Material Type: Textbook

Introduction to Computer Science

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Dear student! You are starting to learn about computation and its purpose. This course covers the same materials as an introductory class for undergraduate computer science majors. Its curriculum, which includes software, hardware and algorithms, resembles that of a one- or two-semester first-year college course or the high school Advanced Placement (AP) Computer Science. It does not require a formal computer science background.

Material Type: Textbook

What Is a Program?

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Students are introduced to the basic concepts of computer programs, algorithms and programming. Using a few blindfolds and a simple taped floor maze exercise, students come to understand that computers rely completely upon instructions given in programs and thus programs must be comprehensive and thorough. Then students learn to program using the LEGO MINDSTORMS(TM) NXT software. They create and test basic programs, first using just the LEGO NXT intelligent brick, and then using basic movement commands with the LEGO NXT software on computers. A detailed PowerPoint® presentation, plus a worksheet and pre/post quizzes are provided.

Material Type: Lesson Plan

Authors: Pranit Samarth, Riaz Helfer, Satish S. Nair