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Lesson Plan: Continuous vs Discrete Data
Overview
When working with Data, it is important to know whether the Data is continuous or discrete, as this will determine what calculations can be applied and what Information can be extracted from it. This lesson helps students to distinguish between continuous and discrete data and explain why that matters.
Prerequisites: None
Materials:
Suggested Time Frame:
Terminology
Teacher Notes: Slides 1 and 2 show the difference between discrete and continuous Data. Slide 3 clarifies why continuous Data can never be exact. Between any two numbers on the real number line, there is always an infinite amount of numbers. Therefore, continuous Data can only be shown as a range and not as exact points. Slides 4-7 assess, review, and clarify any confusion between continuous and discrete Data. |
Teacher Notes:
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Student Questions:
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Teacher Note: In this activity, students examine historical measurements of the Speed of Light. We refer to the speed of light as a constant at 300,000 km/sec, or more precisely, 299,792 km/sec. How did we discover that number? Like pi, the Speed of Light has been calculated with increasing precision, and over time, that number seems to converge towards 299,792 km/sec. By working with this data, students will gain the skill of aggregating large amounts of Data while using it to confirm a fundamental constant of the universe. |
Teacher Notes: A Fusion Table is like a spreadsheet for large amounts of Data. This table is based on experiments conducted throughout the years. |
Student Questions:
A: Numbers are relatively large, numbers are close together, some have decimals while others do not, numbers get progressively more precise as time goes on. CT: Students use technology to see patterns more easily within data.
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Teacher Notes: The students should see the calculated values for each year. They may not understand the significance of what they have done, so remind them that, in less than a second the computer has sifted through 600 points of Data to make these calculations. Imagine having to do these calculations by hand! In the past, scientists and mathematicians had no choice but to calculate large amounts of Data by hand, and were it not for their patience, we would be centuries behind in technology and discovery. |
Student Question:
CT: Students are able to generalize their understanding of the data to make predictions. |
Teacher Notes: Computers have improved dramatically over the last 20 years and every industry has seen significant increase in what they are able to do. One sector that has found an upper bound to what they can do is the entertainment industry. Computer graphic artists and designers are able to make better looking images and animations because the computers are able to handle more complex geometry at a high speed. However, an interesting thing occurred in 2001 when the popular game Final Fantasy was released as a movie. While it was not the first movie to be made with 100% computer graphics, it was by many accounts the most realistic, and this lead to viewers feeling “awkward”. This has been referred to as the Uncanny Valley (NPR Article). It describes a limit of similarity people are able to tolerate in non-human analogs (e.g. video, robots, etc). Computer graphics is all about geometry, memory, and speed. A virtual object is made up of shapes tessellated and oriented until they follow the contours of the real model. The more sides the object has, the smoother the object can look. Pictures from Wikipedia A computer makes a 2D curve or a circle by taking two points and drawing a line between them. If the distance between the points is small enough, then it looks curved to real to the viewer. When creating objects on a computer, we need to decide how realistic we need it to be. With movies, realism is key, but a game where speed is most important, a overly detailed model can use up all of the memory. |
For this activity, students can use Python, Geogebra, or a piece of paper.
Python Instructions:
from turtle import * #For simple drawings in Python.
forward(x) #Moves the turtle forward x number of pixels
right(ϴ) #Turns ϴ degrees right. There is also left(ϴ)
undo() #Removes the last instruction
reset() #Erases everything in and goes back to home
Here are two examples:
from turtle import * forward(100) right(45) forward(100) right(45) forward(100)
| from turtle import * forward(50) right(30) forward(50) right(30) forward(50) right(30) forward(50) |
Geogebra Instructions:
Paper and Pencil Instructions:
Teacher Notes: The uncanny valley activity is perfect for laying the conceptual groundwork for calculus and limits. Students appreciate hearing that the games they play and movies they watch have math behind them. There isn’t a correct answer in this case as far as the distance and angle between the points. To one person it may look like a curve while to another the illusion fails. This is why people who work with this type of graphics are considered by their peers to be artists. |
Student Questions:
CT: Students use technology to decompose a circle into a polygon with an infinite number of sides. |
Assessments
Other Resources
More lessons and examples can be found at Google’s Exploring Computational Thinking website.
Except as otherwise noted, the content of this page is licensed under the Creative Commons Attribution 3.0 License, and code samples are licensed under the Apache 2.0 License.