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ANSYS - Simulation Driven Product Development

ANSYS - Simulation Driven Product Development
Related:  Programming and Coding

Alice.org LiveCode in Education | LiveCode Course Materials – Age 14 to 16 Based on the Scottish National level 4 and covering the complete syllabus. These notes are editable in a variety of formats and suitable to be adapted as a general introduction to programming for students anywhere in the world within this age group. These course notes have generously been provided by Steven Whyte, Computing Studies teacher at Gracemount High School, Edinburgh. Download Course Materials Course Materials – Age 15 to 16 A more demanding course based on the Scottish National Level 5 and covering the complete syllabus. Download Course Materials Course Materials – Age 15 to 18 A more demanding course based on the Scottish Higher syllabus and covering the complete syllabus. Download Course Materials Course Materials – Age 18 + A programming module taught over two semesters that introduces programming as a vital life skill to university students studying other disciplines (in this case humanities). Download Course Materials LiveCode Stories

untitled An Elementary Introduction to the Wolfram Language by Stephen Wolfram The Wolfram Language represents a major advance in programming languages that makes leading-edge computation accessible to everyone. Unique in its approach of building in vast knowledge and automation, the Wolfram Language scales from a single line of easy-to-understand interactive code to million-line production systems. This book provides an elementary introduction to the Wolfram Language and modern computational thinking. It assumes no prior knowledge of programming, and is suitable for both technical and non-technical college and high-school students, as well as anyone with an interest in the latest technology and its practical application. Read Stephen Wolfram’s Announcement Blog Post » See also: Fast Introduction for Programmers » (324 pages; full color) Order on Amazon »Order on Barnes & Noble »Order direct » Other Versions:

Lesson Plans for Floors — Pixel Press “We currently do a lot of game design work with our classes using things like Kodu and scratch but really try to get the students to think about design and playability. We do this be getting them to plan out their levels on paper before they start to create on the computer and I can see Pixel Press really helping with this.” - Darren Sutton “I work with middle school students with high functioning autism and they are in love with Scratch. Having the ability to create other game formats using measuring, fine motor, oral skills (being able to explain the levels/game) just to name a few skills would be fabulous! - Sharon Eilits “I showed some of the my students the first 2 minutes of the video and they were freaking out. - Jay Kennard “Supporting America’s teachers has never been more important and this is a cause that every individual can, and should get behind.” - Savannah O’Malley “My game development professor saw your project on Kickstarter and sent it to me. - Kyle - Dawn Hallybone

Integrating Science and Engineering Practices into Assessments The new vision for science education articulated in the Next Generation Science Standards guides students toward a “three dimensional” understanding of science—one that integrates disciplinary core ideas, crosscutting concepts, and real-world practices from science and engineering. With this new three-dimensional model for learning, students will need new assessments to demonstrate their knowledge and competencies, ones that integrate multiple strands of student abilities. Developing assessments that combine these multiple strands presents new challenges for educators, from developing informal classroom formative assessments to those creating high-stakes state-level testing. This tool offers between four and eight possible task formats for each of the science and engineering practices listed in the Next Generation Science Standards. It can be a great way for educators to brainstorm new activities or to adapt their existing lesson plans to this new three-dimensional vision.

Student Engagement and 20% Time: What We Can Learn from the Technology Sector : Chalkable Few K-12 students have time to pursue independent inquiries during the school day, even when these questions might help them better understand the academic material presented. This lack of time for additional research and making real world connections concerns K-12 educators, many of whom are seeking ways to increase engagement and provide school time for deep-thinking activities. Because there is an on-going need in the technology industry for ways to encourage innovation and creativity, educators are looking to this sector, exploring strategies used there to keep employees pursuing and developing new ideas. One tactic that has gained traction among educators is called “20% time.” What is 20% time? 20% time is a practice where personnel, usually knowledge workers, may spend one-fifth of their regular work time tinkering with their own projects. 20% time is not a formal program. How does 20% time relate to education? What are some Genius Hour implementation tips? 1.

ScratchJr - Beyond the Hour of Code ScratchJr is the best tablet-based programming app for pre-readers of all time. Getting students to the point where they are ScratchJr-comfortable only takes a lesson or two. Scratch the Dancing Cat: Two of the most important things students need to know is how to begin a program and how to tell the sprite to move. This lesson hits both of those points. The challenge for students is to design an awesome dance for Scratch the cat. To create a dance, they will need to use the green flag event block (this triggers the program to begin when the green flag is clicked) combined with several of the blue movement pieces. The ScratchJR page ScratchJr is a powerful platform for Digital Lesson Design. BIG ANNOUNCEMENT: New Website Launches To Teach Coding To Teachers and Students | #BHOC · TeacherCast Educational Broadcasting NetworkbySam Patterson Podcast: Download | Embed I am excited to announce the launch of a website focused specifically on using programming in regular content area instruction. Since I began working as the technology teacher at Gideon Hausner Jewish Day School three years ago, I have been developing lessons and strategies for using programming and computational thinking in everyday lessons. BeyondTheHourofCode In March, Rowman and Littlefield will publish my first book “Programming in the Primary Grades: Beyond the Hour of Code” and the new website will host resources for this book as well as my new Podcast “Beyond the Hour of Code.” The first 11 episodes of the New Podcast “Beyond the Hour of Code” preview the book content and get the conversation started about programming to learn in the K-5 classroom. I am really excited to launch all of these resources to help more teachers use programming to support creative expression in choice-based learning contexts. Just Getting Started It Takes a Great Team

Family Coding Day Session Resources - Beyond the Hour of Code Family Coding Day is an annual event to get kids and parents, even grandparents, programming together. We deploy 1 device for every 2 participants and help them work together to explore so many ways to connect through programming. Session A Code with the Fuzzes Session B Scratch Jr Session C Dot and Dash Session D My Robotic Friends (Cup Stacking) Session E Coding as Dance Session F C++ Session G Kano Pixel Hack Session H CodeMonkey Session I Sphero and Sprk Session J The Foos Session K Scratch Session L PythonRoom Session N CodeCombat Session O Binary Bracelets If you are looking for more ideas to use programming to support student learning please check out the book Programming in the Primary Grades: Beyond the Hour of Code. Swift Playgrounds on the App Store

Coding Bootcamp After College Meet the Experts Shawn Drost, Co-Founder,Hack Reactor Michele Farquharson, Director of Education,Betamore Academy Software engineering is one of the country’s fastest growing fields, with the Bureau of Labor Statistics projecting a 22 percent growth between 2012 and 2022. Exploding career potential, average salaries in excess of $100,000, and demand for more talented developers make jobs in this field some of the most popular professional options today. While a college degree in computer science has long been the traditional educational route to becoming a software developer or engineer, coding bootcamps have begun disrupting the learning landscape. The following guide provides a deep look into coding bootcamps by discussing the types and costs of programs available alongside their pros and cons. The 4 W’s Coding is what makes modern technology possible. Various types of programming languages exist, with each serving as a set of rules governing how code should be formatted and written. 1.

Girls Who Code and Pixelberry Studios to add new content to High School Story game | Girls Who Code Girls Who Code works to close the gender gap in technology. Our free programs educate, inspire, and equip girls to pursue opportunities in technology. | Fr Girls Who Code and Pixelberry Studios to add new content to High School Story game In conjunction with Computer Science Education Week, story will promote girls and coding. Portion of proceeds from in-app purchases will go to Girls Who Code New York City (December 7, 2015) – Girls Who Code, the national non-profit organization working to close the gender gap in technology, today announced a partnership with Pixelberry Studios, maker of top mobile game High School Story, to feature new content about girls and coding in their popular game. Beginning December 7, 2015, in conjunction with Computer Science Education Week, High School Story will feature a new character, Gabriela, inspired by the real-life experiences of a Girls Who Code alumnae. In the game, Gabriela is a a Girls Who Code alumna who went from a programming neophyte to enrolling in AP Computer Science. Players will also be able to purchase a Girls Who Code t-shirt for their characters. About Girls Who Code

CT Readings and Courses – ACTMAproject Here are some readings and courses we have found helpful in defining what Computational Thinking (CT) is and how we might begin creating assessments and activities for integration into the classroom: Thinking About Computational Thinking–James J. Lu and George H. Computational Thinking in Board Games: Understanding Strategic Boardgames as Computational Thinking Training Machines–Matthew Berland Computational Thinking for Youth in Practice – Irene Lee ■ Fred Martin ■ Jill Denner ■ Bob Coulter ■ Walter Allan Jeri Erickson ■ Joyce Malyn-Smith ■ Linda Werner Defining Computational Thinking for Science, Technology, Engineering, and Math – David Weintrop, Elham Beheshti, Michael Horn, Kai Orton, Kemi Jona, Laura Trouille, Uri Wilensky Invent to Learn: Making, Tinkering, and Engineering in the Classroom By Sylvia Libow Martinez & Gary Stager Google’s online CT course for educators Problem Solving through Computational Thinking for Educators What does it mean to assess Computational Thinking?

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