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EduMakerLab STEAM 實驗室

STEAM 教育與教學研究室! Wayne's 教學手扎~

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EduMakerLab STEAM 實驗室 | edumakerlab.blogspot.com Reviews
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STEAM 教育與教學研究室! Wayne&#39;s 教學手扎~
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1 edumakerlab steam 實驗室
2 ipad應用與分享
3 wayne' 資訊工作筆記
4 edumakerlab創客教室
5 從 scratch 學習運算思維
6 在 scratched
7 我們將從 scratched
8 運算的概念 concepts
9 程式設計概念
10 重複執行相同的序列
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edumakerlab steam 實驗室,ipad應用與分享,wayne' 資訊工作筆記,edumakerlab創客教室,從 scratch 學習運算思維,在 scratched,我們將從 scratched,運算的概念 concepts,程式設計概念,重複執行相同的序列,在同一時間讓許多事同時發生,一件事引發另一件事的發生,根據條件做決定,支援數學與邏輯的表達,儲存資料、讀取資料與更新資料,實踐作法 practices 程式設計技巧,確保事情能執行,發現錯誤並解決問題,在現有的專案或想法上做點什麼
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EduMakerLab STEAM 實驗室 | edumakerlab.blogspot.com Reviews

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STEAM 教育與教學研究室! Wayne&#39;s 教學手扎~

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1

EduMakerLab STEAM 實驗室: 用S4A Sensor Board玩Scratch 2.0: 利用「變數」控制 Servo 的角度變化

http://edumakerlab.blogspot.com/2016/11/s4a-sensor-boardscratch-20-servo_1.html

STEAM 教育與教學研究室! Wayne's 教學手扎. 用S4A Sensor Board玩Scratch 2.0: 利用「變數」控制 Servo 的角度變化. 這個 Session 將利用變數來作為 Servo 角度的變化,控制 Sevo 的轉動。 Step 1:(範例:S4A Sensor Board 22.sb2). 預設 Servo 的角度起始位置是 0 度,每隔 0.01 秒增加 1 度(時間的設定值可以控制 Servo轉動的平順度)。由於 Servo 的轉動角度只有 180 度 (SG90 或 MG90),當舵機依序從 0 度轉動到 180 度時,回到 0 度,重複步驟轉動。 Step 1:(範例:S4A Sensor Board 22.sb2). 訂閱: 張貼留言 (Atom). 阿簡老師 Scratch2.0 Transformer. 探奇教室 EV3 樂高機器人 mBot mBlock 教學 Touch Classroom. EV3 遊戲 - Fix EV3 Rover. CAI2 - 楊心國小鄭之婷老師 and 興雅國小賴國安老師.

2

EduMakerLab STEAM 實驗室: 從 Scratch 學習運算思維

http://edumakerlab.blogspot.com/2017/01/scratch.html

STEAM 教育與教學研究室! Wayne's 教學手扎. 網站中對於Scratch 學習運算思維的定義:(1) computational concepts, (2) computational practices, and (3) computational perspectives。從程式編輯的角度,正是:(1)程式設計概念 (Concepts);(2)程式設計技巧 (Practices);(3)程式設計觀點 (Perspectives)。 Scratch是一種具有物件概念的積木式程式語言,透過角色、行為與時間的不同搭配方法,藉由使用迴圈、條件和變數的程式編輯觀念來完成指派的行為動作或任務。 接下來將進入本課程探討的焦點,如何利用 Scratch 培養運算思維 (Computational Thinking)? 序列(sequence):. 對某一個任務,確定一系列的步驟 。 迴圈(loops):. 平行(parallelism):. 65288;events):. 條件(conditionals):. 運算子(operators):. 資料(data):. 蔡淑玲老師 Coding for Fun.

3

EduMakerLab STEAM 實驗室: 知識管理與運算思維

http://edumakerlab.blogspot.com/2017/01/blog-post.html

STEAM 教育與教學研究室! Wayne's 教學手扎. 2006年3月,美國卡內基·梅隆大學計算機科學系主任 周以真(Jeannette M. Wing)教授因提出並倡導「計算思維」(Computational Thinking). 而享譽計算機科學界。她在美國計算機權威期刊《Communications of the ACM》雜誌上給出並定義計算思維(Computational Thinking)。周教授認為:計算思維是運用計算機科學的基礎概念進行問題求解、系統設計、以及人類行為理解等涵蓋計算機科學之廣度的一系列思維活動。在她看來,「計算思維是一種普適思維方法和基本技能,所有人都應該積極學習並使用,而非僅限於計算機科學家。」. 綜合上述,運算思維就是問題的解決策略,使用電腦、人或兩者都可以理解的方式來呈現問題的解決方案。( BBC:Introduction to computational thinking. 65289;,蓋可分為下列部分:(參考: 兒童程式設計 KidsCoding. 解(Decomposition):. 抽象(Abstraction):. 知識管理是在於接受外界新的資訊後&#...

4

EduMakerLab STEAM 實驗室: 用 YwRobot Easy module Shield v1 學 Scratch 2.0

http://edumakerlab.blogspot.com/2017/01/ywrobot-easy-module-shield-v1-scratch.html

STEAM 教育與教學研究室! Wayne's 教學手扎. 用 YwRobot Easy module Shield v1 學 Scratch 2.0. 2016 2020資訊總藍圖規劃,運算思維(computational thinking)成為課程發展的一項重要綱領。雖然,運算思維所要強調發展,並非僅止於程式編輯一項,反而更是一個解決問題的思維發展模式。但是,在資訊教育的課程發展中,利用程式編輯的學習經驗,是足以作為培養學生發展運算思維的媒介工具。 利用YwRobot Easy Module Shield學編程! 許多老師會利用Scratch 來作為學生學習編程課程的基礎,常見搭配 Scratch 課程的硬體也不少,主要有兩類:Picoboard 與 S4A(Scratch for Arduino)。在台灣,最常見也最知名的,不外乎由 慧友科技. 所推出的 S4A Sensor Board. 12300;用YwRobot Easy Module Shield 多功能實驗擴展板學編程」這個課程主要就是使用 YwRobot Easy Module Shield.

5

EduMakerLab STEAM 實驗室: 用S4A Sensor Board玩Scratch 2.0:利用電位器(可變電阻)控制 Servo 的變化

http://edumakerlab.blogspot.com/2016/11/s4a-sensor-boardscratch-20-servo_82.html

STEAM 教育與教學研究室! Wayne's 教學手扎. 用S4A Sensor Board玩Scratch 2.0:利用電位器(可變電阻)控制 Servo 的變化. 這個 Session 是這一堂課程的最後一單元,利用先前所學的電位器(可變電阻)控制方法,控制 Servo (舵機)的轉動角度。由於電位器(可變電阻)的讀取值是 0 1023,我們將把電位器(可變電阻)的讀取值分成大、中、小三段,作為控制 Servo (舵機)角度的值。 Step 1:(範例:S4A Sensor Board 23.sb2). 利用變數設定 Servo (舵機)的起始位置是 90 度,「角度」 作為 Servo (舵機)轉動角度位置的變數,範例設定當電位器(可變電阻)變數的讀取值大於 612 時,Servo (舵機)的角度隨讀取值增加而增加。 反之,當電位器(可變電阻)變數的讀取值小於 412 時,Servo (舵機)的角度隨讀取值減少而角度變小。 Step 1:(範例:S4A Sensor Board 23.sb2). 承Step 1, 利用副程式的概念. 訂閱: 張貼留言 (Atom).

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EduMakerLab STEAM 實驗室

STEAM 教育與教學研究室! Wayne's 教學手扎. 網站中對於Scratch 學習運算思維的定義:(1) computational concepts, (2) computational practices, and (3) computational perspectives。從程式編輯的角度,正是:(1)程式設計概念 (Concepts);(2)程式設計技巧 (Practices);(3)程式設計觀點 (Perspectives)。 Scratch是一種具有物件概念的積木式程式語言,透過角色、行為與時間的不同搭配方法,藉由使用迴圈、條件和變數的程式編輯觀念來完成指派的行為動作或任務。 接下來將進入本課程探討的焦點,如何利用 Scratch 培養運算思維 (Computational Thinking)? 序列(sequence):. 對某一個任務,確定一系列的步驟 。 迴圈(loops):. 平行(parallelism):. 65288;events):. 條件(conditionals):. 運算子(operators):. 資料(data):. 蔡淑玲老師 Coding for Fun.

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