Updating search results...

Grade 9-12 Psychology

4 affiliated resources

Search Resources

View
Selected filters:
Artificial Intelligence
Only Sharing Permitted
CC BY-NC-ND
Rating
0.0 stars

This activity explores what it means for a computer to be intelligent and introduces the topic of what a computer program is and how everything computers do simply involves following instructions written by (creative) computer programmers. Learners interact with a piece of paper that contains rules for playing a perfect game of noughts-and-crosses (tic-tac-toe). The activity contains some thought provoking (and humorous) discussion questions. Explanation, variations, extensions, and resources are included in the PDF.

Subject:
Applied Science
Automotive Technology and Repair
Career and Technical Education
Computer Science
Computing and Information
Education
Engineering
Life Science
Mathematics
Psychology
Social Science
Material Type:
Activity/Lab
Game
Lesson Plan
Simulation
Provider:
ComPADRE Digital Library
Date Added:
07/19/2024
Creating  Psychological Profiles of Characters in To Kill a Mockingbird
Read the Fine Print
Some Rights Reserved
Rating
0.0 stars

Students explore the motivation behind characters' actions in "To Kill A Mockingbird" by creating psychological profiles for characters from the novel.

Subject:
Psychology
Social Science
Material Type:
Activity/Lab
Lesson Plan
Provider:
ReadWriteThink
Provider Set:
ReadWriteThink
Date Added:
07/08/2021
From Psychology to Logic: Learning Computer Programming in the Kitchen
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating
0.0 stars

This lesson focuses on the biggest problem faced by any young programmer - i.e. the LOGIC BUILDING required while solving a particular problem. With programming, the solution to a particular problem lies in the head, but one is unable to convert it into a computer program. This is because the thought processes of a human are much faster than the sense of observation. If this thought process could be slowed down, logic to solve a programming problem could be found very easily. This lesson focuses on converting this psychological thought process in a step-by -step logic fashion that a computer program can understand. This lesson is recorded in a kitchen where the basic programming concepts are taught by giving examples from the process of making a mango milk shake. This lesson teaches the 4 following techniques: 1) Swapping two variables by swapping a glass of milk with a glass of crushed ice; 2) Finding max from an array by finding the biggest mango; 3) Sorting an array by arranging the jars; and 4) Understanding the concept of a function, parameters and return type by comparing it with the blender/juicer. The lesson targets those students who know the syntax of programming in any language (C or GWBASIC preferred), but are unable to build the logic for a program. It can be taught in a class of 45 to 50 minutes.

This lesson is also available in Mandarin Chinese.

Subject:
Applied Science
Engineering
Psychology
Social Science
Material Type:
Lecture
Provider:
MIT
Provider Set:
MIT Blossoms
Author:
Tanzeela Ali
Date Added:
06/15/2021
The Turing Test
Only Sharing Permitted
CC BY-NC-ND
Rating
0.0 stars

This activity aims to stimulate discussion on the question of whether computers can exhibit Ňintelligence" or are ever likely to do so in the future. Learners play a game and try to distinguish between a human and a computer by asking questions and analyzing the answers. This game is similar to the Turing Test, founded by British mathematician Alan Turing. Variations, extensions, background information and further reading suggestions are included in the PDF.

Subject:
Applied Science
Automotive Technology and Repair
Career and Technical Education
Computer Science
Computing and Information
Education
Engineering
History
Information Science
Life Science
Mathematics
Psychology
Social Science
Material Type:
Activity/Lab
Lesson Plan
Simulation
Provider:
ComPADRE Digital Library
Date Added:
07/19/2024