State Standards Alignment
The NIH curriculum supplements are teacher’s guides to two weeks of lessons on the science behind selected health topics. They combine cutting-edge biomedical discoveries with state-of-the-art instructional practices. The NIH curriculum supplements are now aligned to state education standards in science, mathematics, English language arts, and health. This State Standards Web page allows you to find which standards are met by a specific supplement and vice versa.
Earth Exploration Toolbook Chapter: Analyzing the Antarctic Ozone Hole
Users download and analyze satellite images showing the amount of ozone in the stratosphere. They interpret the images to identify the ozone "hole" that develops over Antarctica each summer, and compare its size from year to year. Using freely available image analysis software, ImageJ, users quantify the area of the Antarctic ozone hole each October from 1996 to 2004. Finally, they bring their measurements into a spreadsheet program and create a graph to document changes in the size of the ozone
Beano
Students play a game in which they place beans on numbers that represent the sum of two dice. Each time a number comes up in a dice roll, a corresponding bean may be removed. The first person who removes all his beans wins the game. Students mathematically analyze the game to develop strategies.
Mad Math
Students work in teams to create an expression using numbers and operations. The numbers and operations are shuffled and exchanged with another team. Both teams compete to see who can reconstruct the expression given the equivalent value.
Kindergarten Cooties and Jealous Gentlemen
Several puzzle games in which students take turns placing characters in positions within a set of constraints, while trying to prevent the opposing player from being able to place the next character.
Plus or Minus
Plus or Minus is a card game similar to the well known games "Crazy Eights" and "Uno". The rules have been modified so that players can work on their addition and subtraction skills.
Get Lucky and Algebra Jeopardy
"Get Lucky" is a fast-paced thinking game that requires students to be creative in the ways that they can manipulate basic operators and randomly given integers to reach a "lucky number." "Algebra Jeopardy" is a team-based activity that tests the knowledge students have acquired in the classroom with review questions categorized by topic. The combination of these games is appropriate for students in 6th through 9th grade (Algebra 1).
Make the Goal
Use pipe cleaners to model vectors and add them together to reach a target in this hands-on game.
Muggins Mania
This is a spin on the traditional game of using numbers and operations to form an expression equal to a certain number. The game uses dominoes and multiple target numbers.
Equations
Equations is a commercial game where students use dice numbers and operations to create equations that hit a target.
Treats in a Basket
Students develop intuitive understandings about the probability of landing on particular board spaces when a die is rolled. They analyze the probability of multiple rolls by making outcome tables, trees, etc.
Treats in a Basket is designed to encourage students to experiment with probability. It will motivate students to learn about the subject in order win the most treats. It should be played by students who are already comfortable with fractions. Students should also be familiar with calculat
SET
SET is a commercial card game where students compete to find "sets" by recognizing patterns that follow the rules of creating sets. Students then use the cards to create magic squares and explore probability concepts.
Get 40
A die is rolled four times and students place each digit in a 2x2 grid, representing two 2-digit numbers. Students can then add or subtract with the goal of getting as close to 40 as possible. Students analyze the game to find a winning strategy that considers probability and basic number theory.
Coordinate Geometry Battleship
A twist on the traditional Battleship game - students practice finding the distance, midpoint, and slope between two points on a coordinate plane.
Towers of Hanoi
Uses the Towers of Hanoi puzzle to find and generalize recursive and explicit patterns. Grade 8.
Math Rummy
In "Math Rummy", a fast-paced and fun game for ages 9 and up, players compete to build hands of playing cards combined with the basic arithmetic operations (addition, subtraction, multiplication, division) to reach a target number.
The Structure and Interpretation of Computer Programs
An introduction to programming and the power of abstraction, using Abelson and Sussman's classic textbook of the same name. Key concepts include: building abstractions, computational processes, higher-order procedures, compound data, data abstractions, controlling interactions, generic operations, self-describing data, message passing, streams and infinite data structures, meta-linguistic abstraction, interpretation of programming languages, machine model, compilation, and embedded languages.
Mathematics for Computer Science
A basic introduction to Calculus and Linear Algebra. The goal is to make students mathematically literate in preparation for studying a scientific/engineering discipline. The first week covers differential calculus: graphing functions, limits, derivatives, and applying differentiation to real-world problems, such as maximization and rates of change. The second week covers integral calculus: sums, integration, areas under curves and computing volumes. This is not meant to be a comprehensive calcu
Discrete Mathematics
This course covered the mathematical topics most directly related to computer science. Topics included: logic, relations, functions, basic set theory, countability and counting arguments, proof techniques, mathematical induction, graph theory, combinatorics, discrete probability, recursion, recurrence relations, and number theory. Emphasis will be placed on providing a context for the application of the mathematics within computer science. The analysis of algorithms requires the ability to count
Algorithms
The design of algorithms is studied, according to methodology and application. Methodologies include: divide and conquer, dynamic programming, and greedy strategies. Applications involve: sorting, ordering and searching, graph algorithms, geometric algorithms, mathematical (number theory, algebra and linear algebra) algorithms, and string matching algorithms. Analysis of algorithms is studied - worst case, average case, and amortized - with an emphasis on the close connection between the time co