CS101 - LIVING WITH COMPUTERS
LAB MANUAL (revised 1/97)

Lab 1: Tour of a Computer(10 pts)

Lab 2: Introduction to DOS and e-mail (10 pts)

Lab 3: Introduction to DOS/Windows & e-mail (15 pts)

Lab 4: Introduction to Wordprocessing(20 pts)

Lab 5: More Wordprocessing (20 pts)

Lab 6: More Wordprocessing and DTP(20 pts)

Lab 7: Introduction to the Internet(15 pts)

Lab 8: Exploring the Internet (20 pts)

Lab 9: Surveying Software - Spreadsheet Programs (20 pts)

Lab 10: Developing a Presentation using Authorware (20 pts)

Lab 11: Intro to Programming using Karel the Robot (20 pts)

  • Karel the Robot Tutorial Robot Programming Summary

    Lab 12: More Programming using Karel the Robot (20 pts)

    Lab 13: What can a computer do and not do? (20 pts)

    Lab 14: Evaluating Computer Systems (50 pts)

    Procedures for Using QVTNET95

    Exploring the Internet

    Introduction to Internet Resources

    Netiquette

    Selected Resources on the Internet

    Click here to return to Wayne's World's homepage: arrowUp

    Wayne Summers <summers_wayne@ColumbusState.edu>


    Lab 1: Tour of a Computer: "What's Inside the box?"

    Objectives: 1) To see the components of a computer

    2) To learn some of the terminology

    3) To feel more comfortable using a computer

    Method: 1) View a video on computers

    This video will give a quick introduction to the inner workings of a computer system.

    2) Identify major components of the computer system.

    All of the computers in LH2 have a monitor, keyboard, mouse, "computer", a hard disk drives and either one or two "floppy" disk drives. All of the computers are also linked via a printer-switchbox to a printer.

    3) Disk and disk drives.

    Most disks today are either 3 1/2" or 5 1/4". All of the computers in LH2 have 3 1/2" disk drives and several also have a 5 1/4" drive. Inspect a computer disk and discuss how to use it with the disk drives.

    4) Computer Memory.

    Talk about computer memory (bits - bytes - kilobytes - megabytes)

    5) Inside the computer.

    Open up a computer and locate the following parts:

    a) Motherboard b) CPU

    c) RAM d) ROM

    e) Power Supply e) Speaker

    f) Disk Drives

    g) Daughterboards (disk drive controllers, video card, network card)

    6) Discuss the Computer Science Lab LH2 Rules

    Questions: 1) Identify the parts of a computer and what they are used for.

    2) Describe the following acronyms and terms:

    CPU, RAM, ROM, KB, MB, bit byte


    Lab 10: Developing a Presentation using the Authorware Working Model

    GENERAL NOTES

    Authoring software is used for developing multimedia presentations and interactive learning. Authoring software can be used to design computer-based courseware for education and training, sales presentations at kiosks in shopping centers, demonstrations or simulations of products being sold and in interactive magazines.

    The Authorware Working Model will allow you to develop a simple presentation that includes sound, graphics and video animation. This will be accomplished by dragging and dropping icons that represent the different parts of your presentation. These different icons each represent programs that can be included in your presentation.

    OBJECTIVE: To learn how to design a presentation using a computer and the Authorware Working Model software.

    Method:

    1. Run the Windows program and select the Authorware Working Model icon.

    2. Run the Welcome file: (15 minutes)

    a) double-click the WELCOME.APW icon.

    b) choose Run from the Try It menu at the top of the window.

    c) at any time during this open presentation, you can stop the program and switch to the file design window to see how the presentation was built (This is done by choosing Jump to Icons from the Try It menu). Return to the presentation by choosing Jump to Display from the same Try It menu.

    d) As you look at the the way the presentation is designed, you should notice:

    i) A flowline shows the structure of the presentation.

    ii) The presentation includes an Intro sequence icon. If you double-click on this icon, you will see that it expands into a collection of other icons which make up the Intro sequence.

    iii) The Main Menu interaction icon contains a collection of choices for the user to select from. These options are represented by icons here, but when the presentation is run, the options are displayed in a dialog box for the user to select an option.

    iv) If you look in the Welcome.apl window, you will see some of the Authorware library of graphics and sound files. These can be selected for use in your presentation.

    3. Designing a simple presentation on Coffee. (30 minutes)

    a. CREATE A FILE

    i. Open the COFFEE.APW file located in the AP_MODEL\EXAMPLES directory.

    ii. Choose Save As in the File Menu and replace the asterisk with a filename.

    iii. Maximize the window.

    b. INSERT AN ICON FROM THE LIBRARY

    i. Open the Introduction map icon.

    ii. Choose Open Library from the Libraries menu.

    iii. Select the COFFEE.APL file and click okay.

    iv. Click the Little Logo icon in the COFEE.APL library window.

    v. Drag the icon into the Introduction window and drop it between the Intro Sound and Erase Big Logo icons.

    vi. Double click the Little Logo icon you placed.

    vii. Close the display window by clicking once in the close box in the graphics toolbox.

    c. ANIMATE!

    i. From the icon palette on the left, drag an animation icon between the Little Logo icon and the Erase Big Logo icon. (Title it "Move Little Logo.")

    ii. Double-click the animation icon to open it. (the logo containing the Little Logo icon appears on the screen, along with the animation option dialog box.

    iii. Click the logo and drag it in a straight line to the far right side of the screen.

    iv. Click Replay, and notice the logo move.

    v. Click the Speed button in the Rate group and type 0.4 in the Rate field.

    vi. Click OK and close the Introduction map window by double-clicking its Control menu box.

    d. RUN THE FILE

    i. Drag the stop flag onto the flowline just below the Introduction map.

    ii. Choose Run from the Try It menu.

    iii. Press Control-J to return to the design window.

    iv. Put the stop flag back.

    e. SET UP AN INTERACTION.

    i. Drag an interaction icon onto the flowline between the Introduction and the Beans map.

    ii. Title the interaction icon "Choose a Subtopic."

    iii. Click the Beans map and drag it to the right of the itneraction icon.

    Accept the defaults from the Response Type dialog box. Click OK.

    iv. Drag the Roasting map icon to the right of the Beans icon.

    v. Drag the Brewing map icon to the right of the Roasting icon.

    vi. Drag the Show the Benefits map icon to the right of the Brewing icon.

    vii. Press Control-R to run the file again.

    Click each of the buttons to see what happens.

    viii. Press Control-J to return to the design window.

    f. LOAD A MOVIE

    i. Double click the Brewing map icon to open it.

    ii. Drag a movie icon onto the flowline between the Brewing Text display icon and the wait icon. Title the icon "Coffee Brewing."

    iii. Double-click the movie icon to open it.

    iv. The Load Movie dialog box appears.

    Select the movie titled COFFEE.MOV and click Load.

    v. Click the movie and position it on the left side of the screen.

    vi. On the right side of the Movie Options dialog box, click the Times radio button in the Play Movie group.

    Type 1 in the filed to play the movie once. Clock OK.

    g. LOAD A SOUND

    i. Drag a sound icon onto the flowline between the movie icon and the wait icon. Title the icon "Brewing Sound."

    ii. Double-click the sound icon to open it.

    iii. The Load Sound dialog box appears.

    Select the sound titled COFFEE.WAV and click OK.

    iv. Click the Play button in the Sound Options dialog box to play the sound.

    v. Click Concurrent from the drop-down list in the Sound Options dialog box.

    Click OK and close the Brewing map window.

    h. Save the file by choosing Save in the File menu.

    You have now created and edited a basic Authorware file and are now ready to desgin your own presentation.

    4. Designing your own presentation (1 hour)

    Your presentation should include animation, movies and sound as well as an interaction. You will find pictures in the images.apl directory, sounds in the sounds.apl directory and movies in the movie.apl directory. Have fun.


    Lab 11: Introduction to Programming using Karel the Robot

    "We believe that most people will not actually have to program a computer as part of their everyday lives, either now or in the future. However, many people will need to be able to use a computer and will occasionally need to do something with the machine beyond the 'ordinary.' Simply put, they will have to solve some type of computer problem." Pattis, Richard E., Karel the Robot, John Wiley & Sons, Inc., 1995, p. vii. Karel will improve your problem-solving skills using a computer. Karel will also provide you with an insight into what computer programming is about.

    Objectives: 1) To become comfortable with the Karel Environment.

    2) To write a simple Karel the Robot program.

    Method:

    1) Read the attached pages 1-24 of the KAREL Users' Manual.

    2) Run the Simulator. Use

    STAIR.KRL for the program

    STAIR.ANN for the annotated program file

    STAIR.WOL for the world.

    3) The program e21.KRL and its world are below and on the following page.

    /****** e21.krl - program to move Karel and move 1 beeper *****/

    BEGINNING-OF-PROGRAM

    BEGINNING-OF-EXECUTION

    move;

    move;

    pickbeeper;

    move;

    turnleft;

    move;

    move;

    putbeeper;

    move;

    turnoff

    END-OF-EXECUTION

    END-OF-PROGRAM

    4) A complete list of instructions for Karel are listed on the last page.

    Exercise: 1) Every morning Karel is awakened in bed when the newspaper, represented by a beeper, is thrown on the front porch of the house. Program Karel to retrieve the paper and bring it back to bed. The initial situation is given on the next page, and the final situation must have Karel back in bed (same corner, same direction) with the newspaper. Your program will need to be typed in using the DOS Editor. Use the world PAPER.WOL to test your program.


    ROBOT PROGRAMMING SUMMARY

    ____________________________________________________________

    PRIMITIVE INSTRUCTIONS

    1) move Karel moves one block forward.

    2) turnleft Karel pivots 90o to the left.

    3) pickbeeper Karel puts a beeper in its beeper-bag.

    4) putbeeper Karel places a beeper on the corner.

    5) turnoff Karel turns itself off.

    BLOCK STRUCTURING INSTRUCTION

    6) BEGIN

    <instruction>;

    . .

    . .

    <instruction>

    END

    CONDITIONAL INSTRUCTIONS

    7) IF <test> THEN

    <instruction>

    8) IF <test> THEN

    <instruction>

    ELSE

    <instruction>

    REPETITION INSTRUCTIONS

    9) ITERATE <positive-number> TIMES

    <instruction>

    10) WHILE <test> DO

    <instruction>

    THE MECHANISM FOR DEFINING NEW INSTRUCTIONS

    11) DEFINE-NEW-INSTRUCTION <new-name> AS

    <instruction>

    SPECIFYING A COMPLETE PROGRAM

    12) BEGINNING-OF-PROGRAM

    DEFINE-NEW-INSTRUCTION <new-name> AS

    <instruction>;

    .

    .

    DEFINE-NEW-INSTRUCTION <new-name> AS

    <instruction>;

    BEGINNING-OF-EXECUTION

    <instruction>;

    . .

    . .

    <instruction>

    END-OF-EXECUTION

    END-OF-PROGRAM

    BRACKETED WORDS

    1) <instruction> Any of the robot instructions (1-10)

    2) <new-name> Any new word (in lower-case letters, numbers,"-")

    3) <positive-number> Any new number

    4) <test> Any of the following:

    front-is-clear, front-is-blocked, left-is-clear, left-is blocked, right-is-clear, right-is-blocked, next-to-a-beeper, not-next-to-a-beeper, facing-north, not-facing-north, facing-south, not-facing-south, facing-east, not-facing-east, facing-west, not-facing-west,any-beepers-in-beeper-bag,no-beepers-in-beeper-bag


    Lab 12: More Programming using Karel the Robot

    Objectives: 1) To become more comfortable with the Karel Environment.

    2) To expand on Karel the Robot programs by defining your own instructions and using conditionally executed instructions.

    Method:

    1) Run the Simulator. Use

    STAIR.KRL for the program

    STAIR.ANN for the annotated program file

    STAIR.WOL for the world.

    2) The program STAIR.KRL is listed below.

    /*******STAIR.KRL - program to climb stairs and pickup beepers **********/

    BEGINNING-OF-PROGRAM

    DEFINE-NEW-INSTRUCTION turnright AS

    BEGIN

    turnleft;

    turnleft;

    turnleft

    END;

    DEFINE-NEW-INSTRUCTION climb-stair AS

    BEGIN

    turnleft;

    move;

    turnright;

    move

    END;

    BEGINNING-OF-EXECUTION

    climb-stair;

    pickbeeper;

    climb-stair;

    pickbeeper;

    climb-stair;

    pickbeeper;

    turnoff

    END-OF-EXECUTION

    END-OF-PROGRAM

    3) Discuss how to extend the language for Karel the Robot.

    4) Run the program HURDLE.KRL, which is listed below.

    /***** HURDLE.KRL - program for Karel to run the one-mile hurdle race ***/

    BEGINNING-OF-PROGRAM

    DEFINE-NEW-INSTRUCTION turnright AS

    BEGIN

    turnleft;

    turnleft;

    turnleft

    END;

    DEFINE-NEW-INSTRUCTION jump-up AS

    BEGIN

    turnleft;

    move;

    turnright

    END;

    DEFINE-NEW-INSTRUCTION glide-down AS

    BEGIN

    turnright;

    move;

    turnleft

    END;

    DEFINE-NEW-INSTRUCTION jump-hurdle AS

    BEGIN

    jump-up;

    move;

    glide-down

    END;

    DEFINE-NEW-INSTRUCTION race-stride AS

    BEGIN

    IF front-is-clear THEN

    move

    ELSE

    jump-hurdle

    END;

    BEGINNING-OF-EXECUTION

    race-stride;

    race-stride;

    race-stride;

    race-stride;

    race-stride;

    race-stride;

    race-stride;

    race-stride;

    turnoff

    END-OF-EXECUTION

    END-OF-PROGRAM

    5) Discuss how to use conditional instructions.

    Exercise: 1) Write a program for Karel to run a mile- long steeplechase. The steeplechase course is similar to the hurdle race, but here the barriers can be one, two, or three blocks high. The figure below shows one sample initial situation, where Karel's final situation and path are indicated on the right.