Program Number 56 |
G.A.T.E. Community Resources Catalog (2000-2001) - San Diego City Schools - |
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TITLE | COMPUTERS - Machines that Follow Instructions | |||||||
DESCRIPTION |
What is a computer anyway? To the secretary it's a fancy typewriter.
To the artist it's an erasable canvas. To the accountant it's an
automatic record book. To many children it's an interactive toy. How
can one machine be so many things to so many people? This new program
will answer that question using an innovative approach to classroom
instruction based on the highly successful Electricity
BibTM and
EduGateTM
systems. This class will explore computers based on the following
definition:
A Computer is a Machine that Follows Instructions. This simple description transcends all the details of CPUs, Memory, Disk Drives and I/O devices. This simple definition also provides the basis for the classroom to actually become a working computer. Some students will be assigned various jobs within a theoretical computer. Some students will fetch the instructions from memory. Other students will follow those instructions by delegating assignments to other components. For example, the CPU student may request that the arithmetic student add two numbers together. Then the CPU student may pass the results onto the Memory student for temporary storage. The results might also be sent to the Display student to draw on the screen. Keyboard and Mouse students may be called upon to privide input, and a Speaker student might be used to make sounds. Finally a Modem student may be used to talk to another "computer" simulating a virtual internet connection. Depending on class size and age, many different aspects of computers and computing may be explored. By building their own simulated computer, students will gain a much greater appreciation for the many components that must work together in a real computer. The students will also gain a rudimentary exposure to the following topics: Computer Hardware and Software; Computer Memory; Input Devices and Output Devices; Computer Programs and Computer Viruses; Computer Speed (MHz, GHz) and Storage (Bits, Bytes, Mega and Giga). All Materials Provided.
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GRADE/ELIGIBILITY | 2-6 and up (content adjusted) - Maximum of 35 students (or one class). Recommended Prerequisites: ELECTRICAL CIRCUITS and COMPUTER LOGIC | |||||||
COST | $95.00 | |||||||
TIME | One hour session (extra time may be allowed for discussions). | |||||||
ARRANGEMENTS | Blackboard or Whiteboard, open work areas for computer simulation (may be noisy). Teacher participation is strongly recommended. |
DESCRIPTION This interactive program introduces the concepts of linear and angular momentum including collisions and gyroscopes. Several hands-on activities are included for students of all ages. The class starts with a simplified statement of Newton’s first law: Objects tend to maintain their motion (or lack of motion). This law gives rise to the concept of momentum. The momentum equation is given and explained (as appropriate for the age group): Momentum = Mass X Velocity ( Mass means how heavy and Velocity means how fast ) These concepts are solidified by simple examples of light and heavy objects impacting each other at slow and fast speeds. The concept of linear momentum is extended to angular momentum through the example of running a dog on a leash past a tree. The smart human knows to stop, but the dog keeps on running and has its linear momentum quickly converted to angular momentum (as often seen in cartoons). This analogy is then carried through to explain a gyroscope (or bicycle wheel) as a bunch of dogs running in a circle with all their leashes (spokes) tied at the center (hub). The class is then broken into small groups to perform various experiments. These include experiments with collisions, balanced bicycle wheels, unbalanced bicycle wheels, and gyroscopes. The class finishes with a demonstration of water staying in a small bucket swung in a vertical circle. The experiment is diagrammed and explained in terms of Newton’s law. If time and weather permits, the class finishes outside by swinging the buckets themselves. Presenter or Liaison: Bob Kuczewski Telephone: (858) 455-0522 GRADE/ELIGIBILITY 2-6 and up (content adjusted) - Maximum of 35 students (or one class) COST $95.00 TIME One hour session ( extra time may be allowed for discussions ) ARRANGEMENTS Classroom setting. Teacher participation is strongly recommended.
DESCRIPTION This interactive program introduces the invisible force of magnetism through several hands-on activities. These activities include levitation, lines of force, compasses, and electromagnetism. The program starts with a brief discussion of magnetic forces in common use (refrigerator magnets, motors, street signal sensors). The discussion continues with a demonstration of what kinds of objects are attracted (or not attracted) to a magnet. These include objects like a steel washer, copper penny, plastic fork, and another magnet. The last example (another magnet) points out an unusual property - one side attracts while the other repels. This brings up the notion of polarity. A brief side discussion of the earth as a giant magnet explains why the two ends of the magnet are called North and South poles. Compasses were invented to exploit this property. The next demonstration shows the magnetic lines of force using iron filings over a bar magnet. A compass is shown to align itself parallel to the lines of force. The class is then broken into small groups to experiment with several sets of ring magnets and compasses. The ring magnets can be placed on a small plastic pole to demonstrate magnetic levitation. The magnets can move each other and the compass needle. The final experiment shows how magnets can convert physical motion into electrical motion and vice versa. Students are given small solenoids with colored LED’s and magnetic plungers. By moving the plunger in and out, the students can generate electrical current in one direction or the other as indicated by the color of the LED that lights. Similarly, an electric current through the coil generates physical motion of the plunger. All materials are provided. Presenter or Liaison: Bob Kuczewski Telephone: (858) 455-0522 GRADE/ELIGIBILITY 2-6 and up (content adjusted) - Maximum of 35 students (or one class) COST $95.00 TIME One hour session ( extra time may be allowed for discussions ) ARRANGEMENTS Classroom setting. Teacher participation is strongly recommended.
DESCRIPTION How does electricity circulate in a circuit? This interactive program will help answer the question using a new hands-on interactive instruction system. This unique new teaching approach helps all students grasp the basic concepts behind electric circuits by putting them in the circuits themselves. Each student will be assigned a single device within a multi-device electric circuit. The students will then connect the leads of their devices to each other to complete the actual circuits. This teaches the operation of electric circuits along with the important concepts of teamwork and cooperation. Students will switch devices frequently. The class is broken into small independent working groups. The groups will be given circuit diagrams and the needed parts to complete their circuits. The working group will complete the circuit, perform one or more tests, and answer the questions on their circuit diagram. After answering the questions, the group will turn in their sheet and pick up the materials to build another circuit. Circuits include: Flashlight - one or two batteries, switch, light bulb Series Switches (AND) - two switches, battery, light bulb Parallel Switches (OR) - two switches, battery, light bulb Burglar Alarm - buzzer, battery, switch Race Car - motor, variable resistor, battery Generator - motor/generator, light bulb All materials are provided. Presenter or Liaison: Bob Kuczewski Telephone: (858) 455-0522 GRADE/ELIGIBILITY 2-6 and up (content adjusted) - Maximum of 35 students (or one class) COST $95.00 TIME One hour session ( extra time may be allowed for discussions ) ARRANGEMENTS Blackboard or Whiteboard, open work areas for groups of 2-5 students per group. Teacher participation is strongly recommended.
DESCRIPTION This hands on-program introduces engineering as the discipline of putting science to work. In this case, the science concepts of momentum, magnetism, and electricity are brought together to build a common useful device - the electric motor. The class starts off with a review of the following principles: Momentum - An object in motion tends to stay in motion Magnetism - Different poles attract, like poles repel Electrical Circuits - Electric current flows in a complete circle Electrical Switches - A switch turns electric current on and off Electromagnetism - Electricity flowing in a coil makes a magnet These principles are then used as the basis for a new and useful invention: the electric motor. Each of these principles are clearly shown in the large model motor which includes a visual representation of the otherwise invisible magnetic forces. The large model also demonstrates the otherwise imperceptible timing relationships between the magnetic forces, rotor position, and the built-in electric switch (commutator). Then the students are given the materials and instruction needed to build their own electric motor. The construction process is performed one step at a time to keep the entire class together. The completed motors should spin under their own power, and may be kept by the students. All materials are provided. Presenter or Liaison: Bob Kuczewski Telephone: (858) 455-0522 GRADE/ELIGIBILITY 2-6 and up (content adjusted) - Maximum of 35 students (or one class) COST $120.00 ( includes take home materials for each motor ) TIME One hour session ( extra time may be allowed for discussions ) ARRANGEMENTS Classroom setting. Teacher participation is strongly recommended.
DESCRIPTION How do computers really work on the inside? This interactive program will help answer the question using a new interactive instruction aid called the EduGates system. This unique teaching system uses technology-assisted role-playing to help students of all ages grasp the basic concepts used in digital computers. More importantly, the EduGates system demonstrates the importance of teamwork and cooperation in problem solving. This class simulates an imaginary “Magic School Bus” ride inside of a computer chip to see how it works. Once inside the chip, each student will operate a real logic gate using a hand- held on/off switch. These gates are then connected together to form real working computer logic circuits operated by the students themselves. The entire classroom becomes a student powered computing circuit!! Students start off with the “Round Up” circuit. The Round Up is a large circle of gates which acts like an electronic version of the stadium “wave”. Students will race for time and also observe the nearly instantaneous operation of real electronic computer logic. Students will then progress to the “Octopus” circuit where they will learn several of the common logic gates: AND, OR, and XOR. The Octopus is run like a large “Simon Says” session with the facilitator calling out the logic functions and selecting the inputs. It’s lots of fun! The class will finish up by building two student operated binary adder circuits (two teams). Each adder circuit will accept two binary input numbers and produce a binary output sum. The two adder circuits will compete in the “Adder Olympics” to stimulate teamwork and cooperation. The concept of counting in alternate bases is introduced to help support the encoding and decoding of decimal numbers into binary. Wall charts support the conversions. Presenter or Liaison: Bob Kuczewski Telephone: (858) 455-0522 GRADE/ELIGIBILITY 2-6 and up (content adjusted) - Maximum of 32 students (or one class) COST $240.00 TIME One two-hour meeting -or- Two one-hour meetings (may go longer) ARRANGEMENTS Blackboard or Whiteboard, open floor area large enough for all children to sit comfortably (approx. 15 ft. X 20 ft.). Teacher participation is strongly recommended.
DESCRIPTION This is a complete series of interactive programs which leads the classroom through a basic understanding of the physical and electro-magnetic forces used throughout engineering. Each class is enhanced by reference to earlier work. This series is a price-discounted equivalent to the following programs taken separately: Momentum - Introduction to Physical Forces Magnetism - Introduction to Magnetic Forces Electrical Circuits - Introduction to Electrical Forces Electrical Motors - Momentum + Magnetism + Electricity Computer Logic - On/Off Switch Logic for Computation The series starts out with physical momentum. This program demonstrates how bodies in motion will stay in motion. Activities include mini bumper cars, gyroscopes, and water buckets. The series extends physical forces to include magnetic forces. Several hands on experiments include levitation, lines of force, compasses, and electromagnetic coils. The electromagnetic coil transitions to electricity by converting physical and electric forces. The series continues with electric circuits. The students use batteries, light bulbs, switches, buzzers, motors, resistors, and light emitting diodes to build various electrical (and logical) circuits. The fourth class combines concepts from the three previous classes to build a working electric motor. Each student builds their own working motor which utilizes physical momentum, magnetism, and a switched electric circuit. Students keep their motors. The final two classes demonstrate electricity for computation. The students use interconnected hand-held logic devices (gates) to build several computer circuits including a real working “adder” circuit (two hours). Presenter or Liaison: Bob Kuczewski Telephone: (858) 455-0522 GRADE/ELIGIBILITY 2-6 and up (content adjusted) - Maximum of 32 students (or one class) COST $495.00 ( $150 discount from all classes taken separately ) TIME Six hours of classroom time (schedule is flexible and may go longer) ARRANGEMENTS Classroom setting. Teacher participation is strongly recommended.