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CT.L3A-03

Algorithms in Computational Biology

Description: 
This set of slides presents some examples of computer science use in biology - an example of computational thinking. Among topics explored are sequencing the humane Genome, string matching and other related problems.

Bootstrap - Videogame Design through Functional Programming

Description: 
Additional information: These materials are intended to be an "out of the box" teaching toolkit, and include all of the software, lesson plans and student worksheets necessary to run a successful class. Teachers need only to install the software, available for free from www.drscheme.org. There are 9 lessons each 90 minutes long.

Cache-Oblivious Computations: Algorithms and Experimental Evaluation

Description: 
Discussion based on techniques and analysis for handling massive data sets. Analysis of algorithms is discussed from the perspective of I/O complexity and the cache-oblivious model. Related topics include the Longest Common Subsequence problem, recursion, bioinformatics, priority queue, heaps and Gaussian Elemination. This is a very mathematical treatment.

End of ICS3M course test incl Programming

Description: 
The resources here were developed for ICS3M. The package includes an outline for culminating tasks, a final exam and a sample solution to the exam programming task. Students were introduced to OOP throughout the semester and the Pizza program source code included is a possible solution to the final programming task. Don’t fear the OOP!

Food For Thought: Pancakes with a Problem

Description: 
Through the use of the notion of flipping pancakes of equal size, Professor Rudich develops a notation to solve the problem, describes an algebraic representation, talks about lower and upper bounds,, describes a recursive solution, examines an alternative solution. He suggests that this problem analysis in both descrete mathematics and algorithm research.

Forestry Simulation

Description: 
This is a project problem from U of Miami involving the simulation of growth and pruning of forests. OO design techniques and programming are required. The use of random numbers and file reading and writing are also needed. See other programming exercises in the JETT Workshop II from Univ of Miami, Geoff Sutcliffe

Intro to BlueJ and Making Karel the Robot Walk the Maze

Description: 
This folder really has two kinds of information. The robot lab has little information for participants, assuming participants have knowledge of solutions to walking maze problems. The two presentations don't have anything to do with the lab but do present interesting information for teachers.

Introduction to Graph Theory

Description: 
This presentation will explore graph theory and its relationship to ICS4U. A graph is a mathematical structure usually drawn by connecting dots with lines. They are typically represented in a program using arrays and/or linked lists. Graphs are gentle to introduce, fun to draw and play with, and a wonderful example of the connection between mathematics andcomputer science.

Role Playing Helper Functions/Recursion

Description: 
Students role play various objects of simple programs to understand parameter passing and recursive calls. Grades 10-12. Prior knowledge: compile and run simple programs; write code using parameters.

Toys and Techniques for Teaching CS

Description: 
This session will present techniques for using manipulatives and fun activities to teach computer science concepts. Participants will have the opportunity to share and brainstorm new ideas to help make teaching computer science a fun and rewarding activity.
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