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In this interactive object, students view an animated depiction of Class 1 levers. A matching quiz completes the activity.
By Terry Bartelt
In this animated activity, learners examine the operation of an ultrasonic sensor and the procedure to perform zero and span adjustments. A brief quiz completes the object.
The Induction Motor Slip
By Terry Bartelt, Terry Fleischman
In this animated object, learners examine how the rotation of an induction AC motor's armature slips behind the synchronous rotational speed of the stator's field to create magnetic fields. These fields interact and produce torque. A quiz completes the activity.
Sine Wave Fundamentals: Practice Problem #8
By Patrick Hoppe
In this interactive object, learners determine the Vp, Vp-p, Vrms, Vavg, and the frequency of a sine wave that is displayed on an oscilloscope screen.
The Current Limiting Circuit
Learners examine the circuitry in a DC variable speed drive that protects the rectifier diodes and motor windings from being damaged due to excessive current.
Identifying Lever Classes
By James Bourassa
In this interactive object, learners read an introduction to Class 1, Class 2, and Class 3 levers and then take a quiz.
Calculating Horsepower, RPM, and Torque
By James Bourassa, John Rosz
In this animated and interactive object, learners examine the formula for horsepower and work practice problems.
Orthographic Projection #1
By Glenn Sokolowski
In this interactive and animated object, learners examine orthographic projection and the Glass Box Theory. Front, side, and top view development is demonstrated with pictorial views of each object to help develop 2D to 3D visualization skills.
Brain Exercise: Visualization #1
In this interactive object, learners practice their 3D visualization skills by identifying the correct isometric view of an object. Front, side, and top orthographic views are shown.
Brain Exercise: Visualization #3
Learners develop 3D visualization skills by examining front, side, and top orthographic views of objects. Using this information, students select the corresponding isometric view of each object.
Classroom Rules: What Should You Do?
This game will test classroom rules and behaviour.
Answer given questions on Data and programs.
Taking a Swing at the Rules
This game will test your knowledge of Computer Lab rule. Please select the correct answer for each question. Each correct answer will give you a swing at the baseball.
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