Thursday, June 22, 2017

What's Next?

What's Next?



1. NCWIT Aspirations in Computing (AiC) provides a long-term community for female technologists, from K-12 through higher education and beyond [...] The NCWIT Award for Aspirations in Computing honors young women at the high-school level for their computing-related achievements and interests. 
Be on the look out for application information. To learn more, click on the picture to the the left.


2. YWiC hosts an after-school program during the fall and spring semesters. Be on the look out for more information about meeting times and dates on our website ywic.nmsu.edu. 


3. Interested in Supercomputing? YWiC is more than happy to host a team if your school does not have a team with a sponsoring teacher, if you want a team made up of participants at several schools, or a team made up of participants in different grade levels (high school, middle school). If you are interested please contact Clara: cgraham@cs.nmsu.edu.

4. YWiC is hoping to sponsor an all girls robotics team this coming school year. Be on the look out for more information at our website ywic.nmsu.edu





__________________________________________________________________________


Three things we are asking you to complete before the showcase. 


1. End of Camp Interview 
2. Retrospective Survey (Link Below) 
3. Organizing and Sharing your Portfolio 




Tips for Portfolio: 

1. Copy, paste, and combine all blog posts in one document. 
2. Answer the requested 8 questions in the same document. 
(A title on this section, is greatly appreciated) 
3. Screen shots of code/screens and pictures of physical project. 

Final Questions


1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)

2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)

3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)       

4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)

5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?

6. In this project/artifact, what did you particularly want others to notice?

7. What would you improve if you could do this over again?

8. Does this project/artifact reflect the effort you put into it? Why or why not?







Find the Retrospective Survey Below









If you have any time left, please take this one last daily survey.

https://docs.google.com/forms/d/e/1FAIpQLSeHpIbjvcey0sEPXd-3bK6x3gb38fbU7sPZwdezhtV8XgYbhw/viewform






Wednesday, June 21, 2017

Friday Eve


Friday Eve 



The day before Friday. Henceforth known as Friday Eve. 

It's just like Christmas Eve but it comes once a week!




Did you know?


Thursday derives from the Old English Þūnresdæg and Middle English Thuresday meaning 
Thor's Day (Norse god of thunder). 



Yup, Thor. 






Today is June 22, but since nothing really cool happens on Thursdays...

This Day In History


On June 23, 1972: 
President Nixon signed Title IX into law. “No person in the United States shall, on the basis of sex, be excluded from participation in, be denied the benefits of, or be subjected to discrimination under any education program or activity receiving federal financial assistance”



That's right, tomorrow marks the 45th year that women have had the right to not be discriminated against in education programs and federal financed programs.

  


Girls RULE!




1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)
2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)
3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)       
4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)
5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?
6. In this project/artifact, what did you particularly want others to notice?
7. What would you improve if you could do this over again?
8. Does this project/artifact reflect the effort you put into it? Why or why not?













If today is your last day at camp, please take the retrospective survey below. 











Tuesday, June 20, 2017

Famous Makers



Isabelle Olsson

Lead Designer at Google 


Olsson began working at Google in 2011
She is the lead designer of Google Glass (Wikipedia).
.
Before she got her hands on the prototype [of Google glass], there were still cables hanging off of it (Makers.com). 



Essentially she has made it possible for everyone to be a spy!! 
(Not really, but it's nice to dream)


She's a Maker!



The maker movement, as we know, is the umbrella term for in dependent inventors, designers and tinkerers. A convergence of computer hackers and traditional artisans [...] Makers tap into an American admiration for self-reliance and combine that with open-source learning, contemporary design and powerful personal technology like 3-D printers. The creations, born in cluttered local workshops and bedroom offices, stir the imaginations of consumers numbed by generic, mass-produced, made-in-China merchandise. 




What kind of maker do you wanna be?



1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)
2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)
3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)       
4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)
5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?
6. In this project/artifact, what did you particularly want others to notice?
7. What would you improve if you could do this over again?
8. Does this project/artifact reflect the effort you put into it? Why or why not?


Daily Survey





If today is the last day you will be coming to camp, please take the survey below. 













Monday, June 19, 2017

The Makers Movement

The Makers Movement 


If case you forgot, YOU ARE A MAKER! 

There is a great movement, called the Maker Movement, igniting in the US.




The Nation of Makers describes this movement as such. 

"Born of the human desire to create, innovate, and re-imagine the world around us, and fueled by the development of low-cost tools, technologies and platforms that allow for more rapid and efficient designing, prototyping and fabrication, the maker movement has enabled students and adults alike to bring their ideas to life. The maker movement starts with the community; the ecosystem of makers and all that they do and create. More and more, we are seeing makers take on challenges both locally and globally, using their knowledge and skills to improve their lives and the lives of others in their communities."



Watch the video below to see 
 Kai Morton, from Black Girls Code, share her story of how she started coding and making her own video games.



So????......












1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)
2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)
3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)       
4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)
5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?
6. In this project/artifact, what did you particularly want others to notice?
7. What would you improve if you could do this over again?
8. Does this project/artifact reflect the effort you put into it? Why or why not?






Daily Survey (Everyone)















If this is your last day of camp, please take the survey below. 

Be A Maker


Be  A Maker

June 16-22 is National Week of Making.
So we are celebrating the
innovation, ingenuity, and creativity of
YOU!




Yes, you are a maker!


Never forget it! 




1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)
2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)
3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)       
4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)
5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?
6. In this project/artifact, what did you particularly want others to notice?
7. What would you improve if you could do this over again?
8. Does this project/artifact reflect the effort you put into it? Why or why not?





Daily Survey





Retrospective Survey






Friday, June 16, 2017

Friday Fun Yay!



Friday

Did You Know?!

The name Friday comes from the Old English Frīġedæġ, meaning the "day of Frige", a result of an old convention associating the Old English goddess Frigg with the Roman goddess Venus, with whom the day is associated in many different cultures.





1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)
2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)
3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)       
4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)
5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?
6. In this project/artifact, what did you particularly want others to notice?
7. What would you improve if you could do this over again?

8. Does this project/artifact reflect the effort you put into it? Why or why not?




If you have not yet shared your google drive folder portfolio, please share to ywic.nmsu@gmail.com





If you are a new camper (afternoon group) 
or an alumni who will not be joining us for week three, 
please take the correct survey below.








Thursday, June 15, 2017

Dream Big


Dream BIG!

Marketers are really good at making computer science seem like a "boy thing". 

Name one movie/show that has a female computer genius... 
exactly, they are few and far between.

Because of this, many young women are unaware of the plethora [a lot, a lot] of jobs available to computer scientists. 

If you don't believe me, ask our awesome leaders to list a few jobs for you.



No matter what your dreams are, you can do it! Don't let anyone tell you that you can't!









1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)

2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)

3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)       

4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)

5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?

6. In this project/artifact, what did you particularly want others to notice?

7. What would you improve if you could do this over again?

8. Does this project/artifact reflect the effort you put into it? Why or why not?


If you have not yet shared your google drive folder portfolio, please share to 

ywic.nmsu@gmail.com






Find us on Social Media 
Facebook - @ywichall
Twitter - @ywic_nmsu 
Instagram - @ywic_nmsu 
Snapchat - @ywic.nmsu

Wednesday, June 14, 2017

Be a Pioneer



Be A Pioneer


Dictionary.com defines a pioneer as 
"one who is first, or among the earliest in any field of inquiry, enterprise, or progress"


Have you ever heard of Rosalind Franklin? 
No?
That is not surprising. 


Unlike her [male] colleagues James Watson, Francis Crick, and Maurice Wilkins, who received a Nobel Prize for their model of the double helix structure of DNA, Franklin is rarely noted as the pioneer she really was. 

Franklin, a molecular biologist, whose x-ray DNA photography laid the foundation for understanding the structure of DNA, would never see her work credited. However, without her work, the structure of DNA may still be a mystery. 


Rosalind Franklin set out to do something she loved, and became a pioneer. 


You can be a pioneer too!

Set out to do what you love. 

Achieve your goals. 

Dream big!





1. Provide an overview of your project/artifact. (For example: I designed a video game using Scratch programming where the player, or snowman, has to catch 5 snowflakes and avoid the flying flames.)

2. What were the important learning targets of this project/artifact? (What were the requirements for the project?)

3. What were the computer science concepts used for this project/artifact? (Variables, loops, conditional statements, functions, lists/arrays, methods, etc.)       

4. What were the computational thinking principles used for this project/artifact? (Abstraction, algorithms, correctness, efficiency, iteration or loop statements, variables, etc.)

5. How does this project/artifact relate to the “real” world? What did you learn or use that will help you outside the classroom?

6. In this project/artifact, what did you particularly want others to notice?

7. What would you improve if you could do this over again?

8. Does this project/artifact reflect the effort you put into it? Why or why not?

If you have not yet shared your google drive folder portfolio, please share to 

ywic.nmsu@gmail.com




Find us on Social Media 
Facebook - @ywichall
Twitter - @ywic_nmsu 
Instagram - @ywic_nmsu 
Snapchat - @ywic.nmsu