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Help students explore their interests by encouraging participation in computing competitions, scholarships and events.

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Computing student opportunities

Lesson plans

Explore TryComputing.org's collection of interactive pre-university computing lessons below.

Virtual Reality and Anaglyph Stereoscopic Technology

3D glassesWith the mass production and availability of low cost and robust head-mounted displays (HMDs), there has been increasing interest in virtual reality technologies - for example the Oculus Rift, HTC Vive, Samsung VR Gear, Microsoft HoloLens, and Sony’s PlayStation VR. These display technologies are based around artificial stereo images, and provide a view with illusions of 3D depth in virtual environments. Students will use the scientific method to study ‘anaglyph’ (movie 3D) technologies to model computer science design and learn how stereo images create the illusion of 3D.

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Public Keys, One Way Functions and Hard Problems

Public KeySecurity has always been a major focus of computer science research, and with the explosion of Internet use by commerce, the need for secure transactions has taken on more urgency. Most recently, cyber-thieves demonstrated that true security on the Internet is going to require a new level of understanding of how to protect personal data, and more importantly, financial transactions. This lesson introduces two important concepts: public key encryption and one-way functions. It provides an opportunity for students to understand the underpinnings of almost all Internet security: they will come to appreciate that any lock can be eventually broken, and that theoretical computer scientists study ‘hard’ problems to lengthen the time it will take to break a lock. Note that this is not a lesson in encryption, but in how mathematics is used to secure information.

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Smart Buildings and the Internet of Things

IOT‘Smart buildings’ meld environmentally responsible design with cutting-edge computing technology. This lesson explores the practical, scientific, ethical, and environmental issues that emerge in building ‘smart buildings’ that rely on ‘the internet of things’. Students work in teams using resourced technology to design and perhaps later implement, smart building solutions to make their school a better place in which to live.

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Vector Graphics Use Functions

yoga logoFor a half century computing technology has played an increasing role in how we create visual imagery. Vector graphics was the original method for rendering images on a display screen. It fell out of favor in the 1990s as increasing memory size allowed raster, or bitmap images, to be stored. Within the last decade there has been a resurgence of vector graphics to efficiently support graphic displays as large as billboards and as small as postage stamps. Vector graphics are dependent upon functions. This lesson introduces vector graphics and functions through a collaborative design activity.

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Coloring Discrete Structures

coloring conceptIs it true or false that Discrete Structures and Discrete Mathematics are the same thing? This is the kind of question that is asked in this field – or both fields if they are indeed different. Most Middle School students see a mix of discrete and continuous math without ever noticing the difference. This lesson introduces them to areas of mathematics that computer scientists use to do computational problems. Search techniques through discrete structures are illustrated through graph traversal and graph coloring.

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Data Representation: Millions of Colors

crayons
Display devices on cellphones, tablets and computers of all sizes, use bits of information to represent color. By first creating, and then playing a card game, students learn how additive color is represented as binary and hexadecimal numbers. They will also get practice in recognizing and manipulating binary and hexadecimal representations.

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Animation with Object Efficiency

open book with paintingsOne of the most important ideas in modern computer science is the object. Without objects, modern window-based user interfaces and much of modern film techniques would be almost impossible to do. Objects allow designers and programmers to encapsulate information so that other details can be ignored when necessary. This lesson shows how an object made of connected parts can be animated by displaying it as a series of graphic images. This lesson can be done entirely off computer by building a traditional flip book with a PostIt note pad, or entirely on a computer using slide production software (PowerPoint, Keynote, Google Drive Slides). Or you can combine them for a very rich experience.

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Sorting Socks is Algorithm Complexity

socksHow do you know how fast a computer can calculate an answer, or whether an answer can be calculated at all? The field of Computational Complexity is the study of whether problems can be solved, and how fast. This lesson introduces some simple ideas about algorithms and their complexity through a series of exercises involving a collection of socks. Of course, other objects can be used as well. This is an active learning lesson that does not require access to a computer. Linear, polynomial, and logarithmic algorithms are explored building an intuitive understanding of order of magnitude.

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Recursion: Smaller Sibling Pyramids

humanRecursion, Iteration (Looping), and Concurrency. In the first of two sessions (at most an hour each), students are asked to calculate a simple summation by themselves, based on a procedure they are given. Then, through a guided role-playing procedure, students are asked to do the same problem by pushing a sub-problem off onto a ‘little sibling’. In the second session, they use a divide-and-conquer approach to understand a simple formula for summation. During this session they also talk about the big ideas behind these three problem solving methods.

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Networks

network on mapYoung people take the Internet for granted. Through a serious of web-based explorations and kinesthetic exercises students explore the basic principles of graph theory and how it applies not only to their social connections but to how information is passed around.

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Pages

King's Quest
Roberta Williams

Video games immerse users in a world of high tech thrills, stunning visuals, unique challenges, and interactivity. They enable users to become a warrior princess or a gruesome ghoul, create a virtual persona, or even develop worlds that other gamers can play on. But before the games of today became reality, they were the dreams of a few innovative individuals.

Roberta Williams is considered one of the pioneers of gaming as we know it today. During the 80’s and 90’s along with husband Ken Williams through their company On-Line Systems, she developed some of the first graphical adventure games. These included such titles as Mystery House, Wizard and the Princess and the popular King’s Quest series. Williams also helped introduce more girls and women to the world of gaming by bringing games developed from a woman’s perspective to mainstream market.

Cursor
James Dammann

If you have used a word processor today, moved your mouse on your laptop, dragged an object around on your smartphone, or highlighted a section of text on your tablet, you can thank Jim Dammann. In 1961 during his second year at IBM and just one year after completing his PhD, Jim created the concept of what today we all take for granted -- the cursor. This idea he documented in utilizing the cursor within word processing operations.

After retiring from IBM, Jim went on to inspire future generations of software engineers at Florida Atlantic University. His work there too demonstrated his creativity for he spent considerable effort enhancing their software engineering program by integrating ideas and feedback from local industries into the University curricular. Today, Jim lives in the Westlake Hills west of Austin Texas and spends most of his time in his art studio. He wrote and published The Opaque Decanter, a collection of poems about art, which provided a new view at part of art history.

Router
Sandra Lerner

It is difficult to imagine a time when computers were not capable of sharing information and resources with great ease. Sandra Lerner pushed the boundaries of network computing as one of the co-founders of Cisco Systems, which introduced one of the first commercially viable routers. The router was born while Sandra was working at Stanford University in the 1980’s after earning her Master’s degree there in Computer Science. To avoid the tedious task of transferring information between computers using floppy disks, she and co-founder of Cisco, Leonard Bosack, created a local area network, or LAN, between their campus offices using a multiprotocol router that Bosack developed. Shortly thereafter the pair started Cisco Systems, and began selling the router which was a success, because it could work with so many different types of computers. After Leaving Cisco in 1990, Lerner started the trendy cosmetics company Urban Decay and became a philanthropist and avid activist for animal rights.

@ symbol
Ray Tomlinson
Ray Tomlinson

Have you ever considered that someone, at some point, was in a position to choose what symbol would be used separate the user from their location in an email address? That person, it turns out, was Ray Tomlinson, and in 1971 he chose "@". Tomlinson is credited with demonstrating the first email sent between computers on a network, and when asked what inspired him to make this selection he said, “Mostly because it seemed like a neat idea.”

After completing his Master’s degree at MIT in 1965, Ray joined the Information Sciences Division of Bolt Beranek and Newman Inc. of Cambridge, Massachusetts. Since then he has made many notable contributions to the world of network computing. He was a co-developer of the TENEX computer system that was popular in the earliest days of the Internet; he developed the packet radio protocols used in the earliest internetworking experiments; he created the first implementation of TCP; and he was the principle designer of the first workstation attached to the Internet.

First computer mouse
Douglas Engelbart
Douglas Engelbart

In 1967, Douglas Engelbart applied for a patent for an "X-Y position indicator for a display system," which he and his team developed at the Stanford Research Institute (SRI) in Menlo Park, California. The device, a small, wooden box with two metal wheels, was nicknamed a "mouse" because a cable trailing out of the one end resembled a tail.

In addition to the first computer mouse, Engelbart’s team developed computer interface concepts that led to the GUI interface, and were integral to the development of ARPANET--the precursor to today’s Internet. Engelbart received his bachelor’s degree in electrical engineering from Oregon State University in 1948, followed by an MS in 1953 and a Ph.D. in 1955 both from the University of California, Berkeley.

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