−26%
60 Seiten
−26%
70 Seiten






Liebe Informatiklehrer*innen der Sekundarstufe II,
dieses STEM-&-CS-Sparpaket bringt Ihnen sechs interaktive Materialien, die theoretische Grundlagen mit praktischer Anwendung verbinden. Von Automatentheorie über objektorientiertes Programmieren bis zu physikalischer Informatik mit Robotern und Aktuatoren — ideal für motivierenden Unterricht, der Fachwissen und praktisches Denken gleichberechtigt fördert.
Teaching DFA, NFA, PDA – Applied Automata Theory for Sek II
Eine Einführung in deterministische und nicht-deterministische Automaten und Kellerautomaten mit Aufgaben zur Umwandlung und Analyse.
Teaching Objects & Classes – Practical OOP with Implementation Diagrams Sek II
Objektorientierte Programmierung mit Fokus auf Klassen, Objekte und Klassendiagramme. Mit Visualisierungen, Praxisübungen und Diagramm-Entwürfen.
Data Collection in Physical Computing – Interactive CS Resource for Grades 6-9
Interaktive Projekte zur Datenerfassung und Sensorarbeit – idealer Übergang von Sek I zu Sek II, um elektronische Elemente in den Informatikunterricht einzubauen.
Learn to Code with Blocks – Interactive STEM Pack for Middle School
Blockbasiertes Programmieren (z. B. Scratch-ähnlich) als Einstiegsmaterial, um algorithmisches Denken spielerisch aufzubauen. Auch hilfreich zum Differenzieren oder zum Aufwärmteil am Anfang einer Einheit.
Robots in Daily Life – Interactive Computer Science Resource Grades 6-9
Robotik und Automatisierung: Wie Roboter im Alltag eingesetzt werden, welche Sensoren, Aktuatoren und Steuerungslogiken dahinterstecken. Mit interaktiven Simulationen oder Aufgaben.
Exploring Actuators & Control – Interactive STEM Resource
Vertiefung: Aktuatoren, Steuerungssysteme und Regelkreise – ideal als Praxisteil oder Projektarbeit, um Mechanik, Elektronik und Programmierung zu verbinden.
Theorie + Praxis: Automata-Theorie trifft Robotik & physisches Computing.
Methodische Vielfalt: Visuelle Diagramme, interaktive Tools, blockbasiertes Programmieren und Projekte.
Differenzierbar: Materialien für Sek I und II, Einstieg und Vertiefung.
Relevanz: Kompetenzen wie Algorithmisches Denken, Steuerung & Reaktion auf Umwelt sind gefragt in digitalen Bildungsplänen.
Motivierend: Schülerinnen und Schüler sehen direkte Anwendungen, arbeiten praktisch und erleben Informatik lebendig.
This resource helps senior high school students master the fundamentals of object-oriented programming by focusing on objects, classes, and their representation in implementation diagrams. It bridges theory and practice, ensuring that students not only understand but also apply core concepts in programming design. Learners actively create and analyze class diagrams, case studies, coding scenarios, and creative projects. They work collaboratively on modeling tasks, reflect on their design choices, and present their solutions, gaining confidence in both technical accuracy and communication. For teachers, the package provides ready-to-use worksheets, structured activities, evaluation grids, and didactic support, making lessons both efficient and flexible. It can be used for introductory lessons, consolidation phases, or project-based extensions in computer science. This teaching pack builds analytical thinking, coding literacy, and problem-solving skills, preparing students for higher education and careers in IT, software development, and engineering.
Klassenstufen: Q1 (11./12. Jhg.), Q2 (12./13. Jhg.)
This advanced teaching resource introduces students to the core models of automata theory: deterministic finite automata (DFA), nondeterministic finite automata (NFA), and nondeterministic pushdown automata (NPDA). It highlights both theoretical foundations and practical applications, showing how these models underpin key areas of computer science such as compilers, formal languages, and artificial intelligence. The unit integrates case studies, interactive assignments, stack simulations, and creative projects, encouraging students to connect abstract theory with real-world contexts. By designing and analyzing their own automata, learners strengthen their problem-solving, abstraction, and teamwork skills. Teachers benefit from didactic notes, ready-to-use exercises, evaluation tools, and structured guidance, ensuring lessons are both engaging and academically demanding. A comprehensive package that combines academic depth with practical relevance, making it a valuable tool for preparing students for higher education and careers in IT, engineering, and mathematics.
Klassenstufen: Q1 (11./12. Jhg.), Q2 (12./13. Jhg.)
Bring the world of robotics into your classroom with this interactive teaching pack. Students learn the definition, principles, and applications of robotics through theory, practice, and hands-on projects. What’s Inside: Step-by-step introduction to robotics, sensors & actuators Real-world applications of robots in industry, medicine & daily life Group puzzle and collaborative learning tasks Creative challenges: design or simulate a simple robot Worksheets, quizzes, glossary & teacher’s notes with solutions By combining technical basics with creativity and reflection, this resource helps students understand not only how robots function but also their impact on society and ethics. 📘 Flexible and practical – ideal for Computer Science, STEM, and cross-curricular projects.
Klassenstufen: 8-9. Klasse
This resource is the perfect introduction to programming for beginners. By using visual programming languages like Scratch, Blockly, and NEPO, students create projects by combining blocks like puzzle pieces. They discover the logic behind programming while enjoying playful and creative tasks. What’s Inside: Beginner-friendly explanations of block-based programming Creative projects such as building mini-games and animations Collaborative activities, including group puzzles and interactive storytelling Hands-on robotics programming with NEPO & Open Roberta Glossary, worksheets, quizzes & teacher’s notes with solutions By blending theory and practice, students learn how algorithms work, how to debug their own programs, and how programming shapes real-world applications. This dual focus on technical literacy and creativity makes the resource valuable for both Computer Science and cross-curricular projects. 🌟 Ready-to-use, fun, and adaptable to any classroom environment.
Klassenstufen: 7-8. Klasse
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