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Programming Languages: Marching Orders
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In this activity about computer programming, learners follow instructions in a variety of ways in order to successfully draw figures.

Artificial Intelligence: The Intelligent Piece of Paper
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This activity explores what it means for a computer to be intelligent and introduces the topic of what a computer program is and how everything computers do simply involves following instructions writ

Programming Languages: Harold the Robot
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In this activity related to computer programming, learners give directions to a "robot" (either an adult or another learner) and find out which instructions the robot is able to follow, and how their

The Muddy City: Minimal Spanning Trees
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In this puzzle, learners investigate the decisions involved in linking a network between houses in a muddy city.

The Poor Cartographer: Graph Coloring
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In this activity, learners help a poor cartographer color in the countries on a map, making sure each country is colored a different color than any of its neighbors.

Sound Representation: Modems Unplugged
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In this activity, learners listen to songs and decode hidden messages based on the same principle as a modem. As a final challenge, learners decode the binary messages in a music video.

Human Interface Design: The Chocolate Factory
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In this activity about human interface design issues, learners help the Oompa-Loompas of a great chocolate factory solve different problems.

Cryptographic Protocols: The Peruvian Coin Flip
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This activity about cryptographic techniques illustrates how to accomplish a simple, but nevertheless seemingly impossible task—making a fair, random choice by flipping a coin between two people who d

Treasure Hunt: Finite-State Automata
In this computer science activity about finite-state automaton (on page 45 of the PDF), learners use a map and choose various pathways to find Treasure Island.

EEEEK--A Mouse!
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In this activity, learners explore the concept of how engineering solved the problem of human/computer interface.

Beat the Clock: Sorting Networks
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Even fast computers are limited to how quickly they can solve problems. One way to speed things up is to use several computers at once.

Color by Numbers: Image Representation
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Computers store drawings, photographs, and other pictures using only numbers. Through this activity, learners decode numbers to create pictures using the same process that computers use.

Pico Cricket (Tiny Computer) Activity Ideas
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This is a web page that helps informal educators brainstorm on how to use a Pico Cricket (tiny computer) in an informal activity.

Count the Dots: Binary Numbers
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Data in computers is stored and transmitted as a series of zeros and ones. Learners explore how to represent numbers using just these two symbols, through a binary system of cards.

Program a Friend
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In this activity (on page 2), one person "programs" the other like a robot to move through a space, trying to get them to avoid obstacles and reach a goal.

Program Your Morning
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In this activity, learners will explore coding by arranging words and phrases to create an order of operations in this low tech version of computer programming.

Overnight Painting Machine: Pico Cricket Activity
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This activity requires a Pico Cricket (tiny computer).

Cipher Wheel
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In this activity, learners make their own encrypted code to pass along secret messages using a printable cipher wheel.

What am I?
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In this activity, learners examine nanoscale structures of common things.

Passion for Pixels
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In this technology activity, learners explore digital imaging and pixels. Learners "transmit" an image to a partner by creating an image on grid paper.