Search Results
Showing results 21 to 40 of 93

Card Flip Magic: Error Detection & Correction
Source Institutions
This magic trick is based on how computers detect and correct data errors.

Phylogenetics
Source Institutions
This activity lets learners participate in the process of reconstructing a phylogenetic tree and introduces them to several core bioinformatics concepts, particularly in relation to evolution.

Cryptographic Protocols: The Peruvian Coin Flip
Source Institutions
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!
Source Institutions
In this activity, learners explore the concept of how engineering solved the problem of human/computer interface.

Beat the Clock: Sorting Networks
Source Institutions
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
Source Institutions
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
Source Institutions
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
Source Institutions
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
Source Institutions
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.

Screen Time
Source Institutions
This game asks you a series of questions about how much time you spend in front of a screen, not being active.

Pico Cricket Compass
Source Institutions
Learners can program a compass to draw a circle by itself using a Pico Cricket, some Legos, and lots of tape! Pico Cricket is required.

Program Your Morning
Source Institutions
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.

How to Train Your Robot
Source Institutions
In this activity, learners discover that training a robot can be hard work! Learners investigate how robots complete a task by following a list of sequential instructions.

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

Number Sense and Computation: An Apple a Day
Source Institutions
In this math lesson, learners make estimates to analyze the number of apples per acre, and visualize the magnitude of one million.

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

Get In The Game
Source Institutions
In this design challenge, learners will use computational thinking to design their own board game.

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

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