This document discusses computer programming languages and their importance. It explains that computers need precise instructions to solve problems, and these instructions cannot be given in normal English. Programming languages provide strict rules and syntax for writing computer programs. Popular programming languages and some influential programmers are also mentioned. The document concludes by introducing Scratch, a visual programming language, and assigning related homework.
This evening I was given the opportunity to speak at Mobile DC to present on Playgrounds and the Swift programming language. I explained what Swift was and how Playgrounds can be used to help development in it. I provided a live-demo of using a Playground to make a UIView, then we created a fairly simple implementation of XKCD's <a>Geohashing</a>.
Computer Controlled Logicator is software used to design, test, and edit control algorithms as flowcharts. It can then run simulations or real objects. The document discusses using Logicator to understand control algorithms, create a domino game to learn keywords, watch an instructional video, find errors in a sample simulation, and discuss how students will apply what they learned. The overall goal is for students to understand and explain the basics of Computer Controlled Logicator.
The document provides instructions for debugging and improving code samples of increasing difficulty. Learners are to download code, find and fix errors, adding comments to document changes. They will then answer questions about the importance of comments and common errors found in code. The goal is to build programming skills like debugging, commenting code and refining programs for efficiency.
Error hanadling in c programming presentationPranaliPatil76
This document provides an overview of error handling in C programming. It discusses the different types of errors that can occur in C programs, including syntax errors, linker errors, runtime errors, and logic errors. It then describes some common types of error handling in C using functions like errno, perror, and strerror. These functions allow programmers to check for errors, access error codes, and display textual error messages. The document serves as an introduction to error handling concepts in C language.
Skype is a software application that allows users to make video and voice calls over the internet for free. It also offers messaging and file sharing. Skype can be used on many devices as long as they can connect to the internet. The document provides information on creating Skype accounts, making calls, and features. It also describes how Skype can be used in educational settings for connecting classrooms, guest lectures, and international learning opportunities. Several example classroom projects utilizing Skype are outlined.
PDQ Programming Languages plus an overview of Alice - Frank DucrestMatthew Turland
The document discusses programming languages and provides an overview of Alice. It defines what software and programming are, and describes different types of programming languages like procedural, functional, object-oriented, and strongly/loosely typed languages. It then discusses the programming language Alice specifically, which is procedural, non-written, strongly typed, object-oriented, and meant for introducing programming concepts. Alice uses a visual programming interface and has preexisting objects and methods that can be manipulated.
This document discusses computer programming languages and their importance. It explains that computers need precise instructions to solve problems, and these instructions cannot be given in normal English. Programming languages provide strict rules and syntax for writing computer programs. Popular programming languages and some influential programmers are also mentioned. The document concludes by introducing Scratch, a visual programming language, and assigning related homework.
This evening I was given the opportunity to speak at Mobile DC to present on Playgrounds and the Swift programming language. I explained what Swift was and how Playgrounds can be used to help development in it. I provided a live-demo of using a Playground to make a UIView, then we created a fairly simple implementation of XKCD's <a>Geohashing</a>.
Computer Controlled Logicator is software used to design, test, and edit control algorithms as flowcharts. It can then run simulations or real objects. The document discusses using Logicator to understand control algorithms, create a domino game to learn keywords, watch an instructional video, find errors in a sample simulation, and discuss how students will apply what they learned. The overall goal is for students to understand and explain the basics of Computer Controlled Logicator.
The document provides instructions for debugging and improving code samples of increasing difficulty. Learners are to download code, find and fix errors, adding comments to document changes. They will then answer questions about the importance of comments and common errors found in code. The goal is to build programming skills like debugging, commenting code and refining programs for efficiency.
Error hanadling in c programming presentationPranaliPatil76
This document provides an overview of error handling in C programming. It discusses the different types of errors that can occur in C programs, including syntax errors, linker errors, runtime errors, and logic errors. It then describes some common types of error handling in C using functions like errno, perror, and strerror. These functions allow programmers to check for errors, access error codes, and display textual error messages. The document serves as an introduction to error handling concepts in C language.
Skype is a software application that allows users to make video and voice calls over the internet for free. It also offers messaging and file sharing. Skype can be used on many devices as long as they can connect to the internet. The document provides information on creating Skype accounts, making calls, and features. It also describes how Skype can be used in educational settings for connecting classrooms, guest lectures, and international learning opportunities. Several example classroom projects utilizing Skype are outlined.
PDQ Programming Languages plus an overview of Alice - Frank DucrestMatthew Turland
The document discusses programming languages and provides an overview of Alice. It defines what software and programming are, and describes different types of programming languages like procedural, functional, object-oriented, and strongly/loosely typed languages. It then discusses the programming language Alice specifically, which is procedural, non-written, strongly typed, object-oriented, and meant for introducing programming concepts. Alice uses a visual programming interface and has preexisting objects and methods that can be manipulated.
The document provides an introduction to coding and computers. It defines hardware as the physical devices that make up a computer, while software refers to programs and coding instructions that allow users to interact with computers. It then gives examples of coding vocabulary like algorithms, programs, bugs, and debugging. It also outlines some block-based coding activities that can be done with robots like Dash and SPRK+ to learn programming.
Presentation for Coding Camp Day 3 at Westerville Public Library. Focuses on block-based coding using loops and conditionals with Dash and SPRK+ robots.
This document introduces programming and the basics of computer architecture. It discusses what programming is, the anatomy of a computer including central processing units and memory, machine code, and high-level languages. It also covers Java as a programming language, becoming familiar with development environments, and writing a simple "Hello World" program in Java to demonstrate compiling and running a program. Errors like syntax errors and logic errors are introduced.
(Prog213) (introduction to programming)v1Aaron Angeles
The document discusses object-oriented programming and problem solving. It covers:
1. Programming involves developing instructions to carry out tasks using objects and their interactions.
2. The programming process involves problem analysis, designing a general solution, and implementing and testing the program.
3. Object-oriented programming models real-world problems as objects that interact. Problem solving techniques like identifying objects are discussed.
This document provides an overview of the ICS 314 and 613: Software Engineering course taught by Philip Johnson. It outlines the instructor's background and contact information, goals of the course, what constitutes "quality" software, open source development principles, standards and feedback, course structure, prerequisites, grading, differences between 314 and 613, lectures and labs, quizzes, engineering log requirements, developing a professional persona, collaboration vs. cheating policies, and lessons learned from past students.
Contents
Pre-requisites
Approximate
completion
time
Page
number
Check
when
done
Pre-lab Reading Assignment 20 min. 2
Pre-lab Writing Assignment Pre-lab reading 10 min. 6
Lesson 1A
Lab 1.1
Opening, Compiling and
Pre-lab reading
20 min.
7
Running Your First Program (Including overview
of local system)
Lab 1.2
Compiling a Program
Familiarity with
15 min.
7
with a Syntax Error the environment
Finished Lab 1.1
continues
L E S S O N S E T
1
Introduction to Programming
and the Translation Process
PURPOSE 1. To become familiar with the login process and the C++ environment used in the lab
2. To understand the basics of program design and algorithm development
3. To learn, recognize and correct the three types of computer errors:
syntax errors
run time errors
logic errors
4. To learn the basics of an editor and compiler and be able to compile and run
existing programs
5. To enter code and run a simple program from scratch
PROCEDURE 1. Students should read the Pre-lab Reading Assignment before coming to lab.
2. Students should complete the Pre-lab Writing Assignment before coming to lab.
3. In the lab, students should complete Labs 1.1 through 1.4 in sequence. Your
instructor will give further instructions as to grading and completion of the lab.
1
2 LESSON SET 1 Introduction to Programming and the Translation Process
Lab 1.3
Running a Program with a Understanding of 15 min. 8
Run Time Error the three types
of errors
Lesson 1B
Lab 1.4
Working with Logic Errors Understanding of 15 min. 9
logic errors
Lab 1.5
Writing Your First Program Finished Labs 30 min. 11
1.1 through 1.4
P R E - L A B R E A D I N G A S S I G N M E N T
Computer Systems
A computer system consists of all the components (hardware and software)
used to execute the desires of the computer user. Hardware is the electronic phys-
ical components that can retrieve, process and store data. It is generally broken
down into five basic components:
Central Processing This is the unit where programs are executed. It
Unit (C.P.U.) consists of the control unit, which oversees the
overall operation of program execution and the
A.L.U. (Arithmetic/Logic Unit), which performs the
mathematical and comparison operations.
Main Memory The area where programs and data are stored for
use by the CPU
Secondary Storage The area where programs and data are filed (stored)
for use at a later time
Input Devices The devices used to get programs and data into the
computer (e.g., a keyboard)
Output Devices The devices used to get programs and data from the
computer (e.g., a printer)
Software consists of a sequence of instructions given to perform some pre-defined
task. These labs concentrate on the software portion of a computer system.
Introductio ...
"The workshop is designed for beginners to programming
The primary target audience are students of all ages and backgrounds. Attendees in the workshop will learn the basics of the Python programming language and get help for hands-on, project-based practice. Attendees will set up a Python development environment on their own computer and complete a short project in Python."
Lesson 1 - Introduction to Computer Programming.pptxNeil Mutia
This document provides an introduction to computer programming. It defines computer programming as giving a set of instructions to a computer to perform a specific task. Programming involves encoding an algorithm into a programming language that can be executed by a computer. Analogously, a recipe provides instructions for a person to follow. The document outlines some key programming terminology like compilers, bugs, and debugging. It also presents examples of computer programs and sample salaries. Fundamental programming concepts of variables, data types, control structures and subroutines are introduced.
The document discusses aspect-oriented programming (AOP) and its benefits and challenges. AOP can help solve problems by identifying cross-cutting concerns that can be modularized into aspects. While AOP is useful for implementing policies and capturing knowledge, programming stateful aspects is difficult and handling aspect side-effects can be challenging. The document expresses hope that AOP will find its place and that tools can help address current issues.
Software development has shifted focus from efficiency to productivity, reusability, and user-friendliness. Object-oriented programming (OOP) models objects that contain data and methods. Key OOP concepts include inheritance, where subclasses extend and modify superclass features. An integrated development environment (IDE) combines tools like editors, compilers, linkers, and debuggers. Java uses a hybrid approach of compiling to bytecode, then interpreting for platform independence. Console applications use text input/output. Graphical user interface (GUI) applications use menus and buttons. Applets run in web browsers.
This document describes a code retreat event where programmers gather to improve their skills through pair programming exercises. The retreat will involve two 45-minute coding sessions using constraints like immutable objects and four lines of code per method. Programmers will pair up and take turns writing tests and implementation code using ping pong pair programming. Between sessions, they will reflect on their experience and process of pairing, deleting code between rounds. The goal is to learn through constraints and continuous practice with a focus on software fundamentals.
Java is an object-oriented programming language that is designed to be platform independent, simple, secure, robust, and highly scalable. It achieves platform independence by using bytecodes that are executed by the Java Virtual Machine, allowing Java programs to run on any device that supports Java without recompilation. Java has become one of the most popular programming languages due to its wide adoption across servers and desktops.
This document provides an introduction to programming. It discusses the objectives of programming, the compiling process, and types of errors in programming like syntax errors, runtime errors, and logical errors. It also describes strategies for debugging programs, such as execution tracing, interface checking, skipping code, and coding defensively. The overall goal is to explain the programming process and how to identify and fix issues.
Do you wish to gain thorough knowledge on the topic of computer coding and its numerous benefits? Continue to our blog for a quick lesson on what is coding. (Source URL: https://www.goodcore.co.uk/blog/what-is-coding/)
This document provides an overview of programming paradigms and languages. It discusses batch programs which run without user interaction and process input data. It also discusses event-driven programs which respond to events like user clicks or system updates. The document lists many programming languages throughout history from machine language to modern languages like Java and C#. It defines programming languages and describes low-level languages that are close to machine code and high-level languages that are more human-readable. It also discusses language translators like compilers, interpreters, and assemblers that convert languages to machine code.
Android Study Jams are community-organized study groups where people can learn to build Android apps using an online training course. There are tracks for people who are new to programming, which teach the basics of Kotlin and building simple Android apps, and for people with prior programming experience, which cover more advanced topics like databases, networking, and architecture after introducing Kotlin fundamentals. Progress is tracked by badges earned at the end of each lesson, and standout apps may be showcased by Google. Resources and support are provided to help students through the self-paced online curriculum.
This document provides an introduction to programming using C++. It outlines the course objectives which are to familiarize students with basic computer programming concepts and the C++ language. It discusses what a computer system entails from a hardware and software perspective. It also introduces different programming language types and how they are used to communicate with computer hardware. The document concludes by covering topics that will be taught in the first few lectures, including an introduction to C++ and its history, features of the C language, and key terminologies related to programming.
This document discusses different programming paradigms and languages. It describes batch programs which run without user interaction and event-driven programs which respond to user events. It lists many popular programming languages from Machine Language to Java and C#, and describes low-level languages that are close to machine code and high-level languages that are more human-readable. It also discusses language translators like compilers, interpreters, and assemblers and how they convert code between languages. Finally, it covers testing, debugging, and different types of errors in code like syntax, semantic, and run-time errors.
This document provides information about a summer reading program called "Read & Roar" at the Westerville Library located at 126 S. State St, Westerville, OH 43081. It includes recommended book lists and activities for ages 3-11, as well as information on how to sign up and track reading. Crafts like masks and bookmarks are described. The content was found on various teaching websites and more program details can be found at the library's website.
The document describes 18 different mythical creatures including mermaids, griffins, cyclops, unicorns, moon mice, carnivorous plants, stone guardians, and more. For each creature, it provides the creature category, estimated danger level on a scale of 1 to 9, typical habitat, diet, and catchphrase. The creatures described come from a variety of categories including amazing aquatic, mixed mammal bird, mystical land roaming, lunar rodent, mega flora, mystical mineral, phantom furies, and more.
The document provides an introduction to coding and computers. It defines hardware as the physical devices that make up a computer, while software refers to programs and coding instructions that allow users to interact with computers. It then gives examples of coding vocabulary like algorithms, programs, bugs, and debugging. It also outlines some block-based coding activities that can be done with robots like Dash and SPRK+ to learn programming.
Presentation for Coding Camp Day 3 at Westerville Public Library. Focuses on block-based coding using loops and conditionals with Dash and SPRK+ robots.
This document introduces programming and the basics of computer architecture. It discusses what programming is, the anatomy of a computer including central processing units and memory, machine code, and high-level languages. It also covers Java as a programming language, becoming familiar with development environments, and writing a simple "Hello World" program in Java to demonstrate compiling and running a program. Errors like syntax errors and logic errors are introduced.
(Prog213) (introduction to programming)v1Aaron Angeles
The document discusses object-oriented programming and problem solving. It covers:
1. Programming involves developing instructions to carry out tasks using objects and their interactions.
2. The programming process involves problem analysis, designing a general solution, and implementing and testing the program.
3. Object-oriented programming models real-world problems as objects that interact. Problem solving techniques like identifying objects are discussed.
This document provides an overview of the ICS 314 and 613: Software Engineering course taught by Philip Johnson. It outlines the instructor's background and contact information, goals of the course, what constitutes "quality" software, open source development principles, standards and feedback, course structure, prerequisites, grading, differences between 314 and 613, lectures and labs, quizzes, engineering log requirements, developing a professional persona, collaboration vs. cheating policies, and lessons learned from past students.
Contents
Pre-requisites
Approximate
completion
time
Page
number
Check
when
done
Pre-lab Reading Assignment 20 min. 2
Pre-lab Writing Assignment Pre-lab reading 10 min. 6
Lesson 1A
Lab 1.1
Opening, Compiling and
Pre-lab reading
20 min.
7
Running Your First Program (Including overview
of local system)
Lab 1.2
Compiling a Program
Familiarity with
15 min.
7
with a Syntax Error the environment
Finished Lab 1.1
continues
L E S S O N S E T
1
Introduction to Programming
and the Translation Process
PURPOSE 1. To become familiar with the login process and the C++ environment used in the lab
2. To understand the basics of program design and algorithm development
3. To learn, recognize and correct the three types of computer errors:
syntax errors
run time errors
logic errors
4. To learn the basics of an editor and compiler and be able to compile and run
existing programs
5. To enter code and run a simple program from scratch
PROCEDURE 1. Students should read the Pre-lab Reading Assignment before coming to lab.
2. Students should complete the Pre-lab Writing Assignment before coming to lab.
3. In the lab, students should complete Labs 1.1 through 1.4 in sequence. Your
instructor will give further instructions as to grading and completion of the lab.
1
2 LESSON SET 1 Introduction to Programming and the Translation Process
Lab 1.3
Running a Program with a Understanding of 15 min. 8
Run Time Error the three types
of errors
Lesson 1B
Lab 1.4
Working with Logic Errors Understanding of 15 min. 9
logic errors
Lab 1.5
Writing Your First Program Finished Labs 30 min. 11
1.1 through 1.4
P R E - L A B R E A D I N G A S S I G N M E N T
Computer Systems
A computer system consists of all the components (hardware and software)
used to execute the desires of the computer user. Hardware is the electronic phys-
ical components that can retrieve, process and store data. It is generally broken
down into five basic components:
Central Processing This is the unit where programs are executed. It
Unit (C.P.U.) consists of the control unit, which oversees the
overall operation of program execution and the
A.L.U. (Arithmetic/Logic Unit), which performs the
mathematical and comparison operations.
Main Memory The area where programs and data are stored for
use by the CPU
Secondary Storage The area where programs and data are filed (stored)
for use at a later time
Input Devices The devices used to get programs and data into the
computer (e.g., a keyboard)
Output Devices The devices used to get programs and data from the
computer (e.g., a printer)
Software consists of a sequence of instructions given to perform some pre-defined
task. These labs concentrate on the software portion of a computer system.
Introductio ...
"The workshop is designed for beginners to programming
The primary target audience are students of all ages and backgrounds. Attendees in the workshop will learn the basics of the Python programming language and get help for hands-on, project-based practice. Attendees will set up a Python development environment on their own computer and complete a short project in Python."
Lesson 1 - Introduction to Computer Programming.pptxNeil Mutia
This document provides an introduction to computer programming. It defines computer programming as giving a set of instructions to a computer to perform a specific task. Programming involves encoding an algorithm into a programming language that can be executed by a computer. Analogously, a recipe provides instructions for a person to follow. The document outlines some key programming terminology like compilers, bugs, and debugging. It also presents examples of computer programs and sample salaries. Fundamental programming concepts of variables, data types, control structures and subroutines are introduced.
The document discusses aspect-oriented programming (AOP) and its benefits and challenges. AOP can help solve problems by identifying cross-cutting concerns that can be modularized into aspects. While AOP is useful for implementing policies and capturing knowledge, programming stateful aspects is difficult and handling aspect side-effects can be challenging. The document expresses hope that AOP will find its place and that tools can help address current issues.
Software development has shifted focus from efficiency to productivity, reusability, and user-friendliness. Object-oriented programming (OOP) models objects that contain data and methods. Key OOP concepts include inheritance, where subclasses extend and modify superclass features. An integrated development environment (IDE) combines tools like editors, compilers, linkers, and debuggers. Java uses a hybrid approach of compiling to bytecode, then interpreting for platform independence. Console applications use text input/output. Graphical user interface (GUI) applications use menus and buttons. Applets run in web browsers.
This document describes a code retreat event where programmers gather to improve their skills through pair programming exercises. The retreat will involve two 45-minute coding sessions using constraints like immutable objects and four lines of code per method. Programmers will pair up and take turns writing tests and implementation code using ping pong pair programming. Between sessions, they will reflect on their experience and process of pairing, deleting code between rounds. The goal is to learn through constraints and continuous practice with a focus on software fundamentals.
Java is an object-oriented programming language that is designed to be platform independent, simple, secure, robust, and highly scalable. It achieves platform independence by using bytecodes that are executed by the Java Virtual Machine, allowing Java programs to run on any device that supports Java without recompilation. Java has become one of the most popular programming languages due to its wide adoption across servers and desktops.
This document provides an introduction to programming. It discusses the objectives of programming, the compiling process, and types of errors in programming like syntax errors, runtime errors, and logical errors. It also describes strategies for debugging programs, such as execution tracing, interface checking, skipping code, and coding defensively. The overall goal is to explain the programming process and how to identify and fix issues.
Do you wish to gain thorough knowledge on the topic of computer coding and its numerous benefits? Continue to our blog for a quick lesson on what is coding. (Source URL: https://www.goodcore.co.uk/blog/what-is-coding/)
This document provides an overview of programming paradigms and languages. It discusses batch programs which run without user interaction and process input data. It also discusses event-driven programs which respond to events like user clicks or system updates. The document lists many programming languages throughout history from machine language to modern languages like Java and C#. It defines programming languages and describes low-level languages that are close to machine code and high-level languages that are more human-readable. It also discusses language translators like compilers, interpreters, and assemblers that convert languages to machine code.
Android Study Jams are community-organized study groups where people can learn to build Android apps using an online training course. There are tracks for people who are new to programming, which teach the basics of Kotlin and building simple Android apps, and for people with prior programming experience, which cover more advanced topics like databases, networking, and architecture after introducing Kotlin fundamentals. Progress is tracked by badges earned at the end of each lesson, and standout apps may be showcased by Google. Resources and support are provided to help students through the self-paced online curriculum.
This document provides an introduction to programming using C++. It outlines the course objectives which are to familiarize students with basic computer programming concepts and the C++ language. It discusses what a computer system entails from a hardware and software perspective. It also introduces different programming language types and how they are used to communicate with computer hardware. The document concludes by covering topics that will be taught in the first few lectures, including an introduction to C++ and its history, features of the C language, and key terminologies related to programming.
This document discusses different programming paradigms and languages. It describes batch programs which run without user interaction and event-driven programs which respond to user events. It lists many popular programming languages from Machine Language to Java and C#, and describes low-level languages that are close to machine code and high-level languages that are more human-readable. It also discusses language translators like compilers, interpreters, and assemblers and how they convert code between languages. Finally, it covers testing, debugging, and different types of errors in code like syntax, semantic, and run-time errors.
This document provides information about a summer reading program called "Read & Roar" at the Westerville Library located at 126 S. State St, Westerville, OH 43081. It includes recommended book lists and activities for ages 3-11, as well as information on how to sign up and track reading. Crafts like masks and bookmarks are described. The content was found on various teaching websites and more program details can be found at the library's website.
The document describes 18 different mythical creatures including mermaids, griffins, cyclops, unicorns, moon mice, carnivorous plants, stone guardians, and more. For each creature, it provides the creature category, estimated danger level on a scale of 1 to 9, typical habitat, diet, and catchphrase. The creatures described come from a variety of categories including amazing aquatic, mixed mammal bird, mystical land roaming, lunar rodent, mega flora, mystical mineral, phantom furies, and more.
The document provides discussion questions about the Lumberjanes comic book series. It prompts the reader to talk about the adventures in the series with friends and family. Several details about the first book are highlighted, including the original name of the camp being scratched out to replace "girls" with "hardcore lady-types," suggesting the camp is for empowered women. The document also asks the reader to describe the five main characters and why snippets from the manual and badges are included, reflecting the story's theme that all women are welcome at camp no matter how different they feel.
The Lumberjanes Beastiary Card Game is played with 60 cards depicting magical creatures. The objective is to make matches of cards and avoid getting the Bearwoman Card at the end of the game. Players take turns drawing cards from a deck or requesting cards from other players in an effort to make matches of two or more of the same creature cards. Special cards allow players to steal or swap cards. The player with the most matches at the end wins, unless they are stuck with the losing Bearwoman Card.
The document lists the titles, authors, and genres of various graphic novels and books for teenagers and children. There are over 20 listings that include series such as The Avant-Guards Volume 1, The Backstagers Vol. 1: Rebels Without Applause, Goldie Vance Volume 1, and Princeless Volume 1: Save Yourself. The genres listed are teen graphic novel, J fiction, and J graphic novel.
The document lists various books from the Lumberjanes series, including 19 volumes in the original series, 5 standalone graphic novels, and 4 chapter books. It encourages checking off books that have been read and finding more books through the westervillelibrary.org website.
This document presents a game where the reader must determine whether various facts are true or false by doing research. It lists 25 statements and instructs players to label each one as true or false without checking the answers in the back. The goal is to correctly label as many statements in a row as possible through independent research. It reminds players that speed does not guarantee accuracy and encourages taking the time to verify answers before checking the key.
The document lists the titles and call numbers of 20 non-fiction books for young readers covering topics about science, history, animals, and puzzles. The books explore subjects such as the human brain, biology, mysteries from the past, animal facts, and challenging trivia. A variety of non-fiction genres are represented including science, history, biology, and general reference.
The document lists three books from the "Two Truths and a Lie" series - "It's Alive!", "Histories and Mysteries", and "Forces of Nature" - and instructs the reader to check off any books they have read and reserve them all through the website for the Westerville library.
The document instructs the reader to write three stories - two based on true events from history or their own life, and one fictional story. It suggests including photos, drawings, and quotes to support the stories. Once written, the reader should present their stories to a friend to see if they can determine which story is a lie.
The document provides instructions for writing a fable, including traditional components of fables such as featuring an animal with human traits, highlighting a prominent character trait, including a problem and resolution, and conveying a moral. It outlines steps to create a fable such as brainstorming ideas, listing character traits, writing a draft with setting, dialogue, problem, solution and moral, getting feedback, and writing a final story in a notebook with illustrations.
This document lists the titles of 24 young adult fiction books, including series, grouped by their genre classifications of "J FICTION". The books cover a range of topics and stories, from Amari and the Night Brothers to Twinchantment series.
This document provides character cards from the book Tristan Strong to cut out, mix up, and match. It lists the main characters Tristan Strong, Gum Baby, Brer Rabbit, Keelboat Annie, Anansi, Junior, and High John.
The document provides discussion questions about the book "Tristan Strong Punches a Hole in the Sky". It asks the reader to think about how the main character Tristan feels about himself based on his name, how he views adults in his life, how the author connected to other stories, and about Tristan's first interaction with Gum Baby. The purpose is to get the reader thinking critically about themes and events in the book and to encourage talking about it with others.
The document lists three books in the Tristan Strong series by Rick Riordan - Tristan Strong Punches a Hole in the Sky, Tristan Strong Destroys the World, and Tristan Strong Keeps Punching. It instructs the reader to check off any books they have read from the list and then reserve all of the books from the Westerville library website.
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
2. Schedule
Day 1: How Computers Work
Day 2: Beginning Coding: Robots
Day 3: Intermediate Coding: Robots
(Repeats, Loops, and If-Thens)
Day 4: Apply Skills: Scratch Project
3. How Computers Work
Hardware Software
Devices or physical
objects that are required
to make a computer
work.
Collection of instructions
that lets someone
interact with a computer
and tells the computer
how to complete a
specific task
16. How Computers Work
Hardware Software
Devices or physical
objects that are required
to make a computer
work.
Collection of instructions
that lets someone
interact with a computer
and tells the computer
how to complete a
specific task
28. Small Group “Coding”
1. Coders can only use the six arrows
suggested.
2. Once robots are back in their groups, there
is no talking out loud.
3. Robots have to do exactly what is on their
instruction sheet.
Main circuit board; Holds CPU, memory, connectors for drives and expansion cards, and lets every part of your computer communicate with other parts.
Main circuit board; Holds CPU, memory, connectors for drives and expansion cards, and lets every part of your computer communicate with other parts.
On the motherboard, computer’s brain. Every time you press a key or click the mouse you are sending instructions to the CPU.
Silicon chip inside
Covered by a heat sink that absorbs the heart from the CPU so your computer doesn’t overheat.
Faster the processor is, the more instructions it can process per second (normally in millions or billions of instructions per second)
On the motherboard, computer’s brain. Every time you press a key or click the mouse you are sending instructions to the CPU.
Silicon chip inside
Covered by a heat sink that absorbs the heart from the CPU so your computer doesn’t overheat.
Faster the processor is, the more instructions it can process per second (normally in millions or billions of instructions per second)
Short term memory. Disappears when the computer is turned off. Contains documents you have open or temporary programs.
More RAM you have, the more things you can do at the same time.
Short term memory. Disappears when the computer is turned off. Contains documents you have open or temporary programs.
More RAM you have, the more things you can do at the same time.
Permanent memory or long-term storage—still be there if you turn your computer off. All the code that makes your computer work is stored on here.
Permanent memory or long-term storage—still be there if you turn your computer off. All the code that makes your computer work is stored on here.
Converts the power from the wall outlet to the type of power your computer needs
Converts the power from the wall outlet to the type of power your computer needs
Immersive, computer-generated environments
Write instructions on dry erase board.
https://csedweek.org/files/CSEDrobotics.pdf