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Colour by Numbers: Image Representation
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This activity shows learners how computers use numbers to represent pictures. A grid is used to represent the pixels (short for picture elements) of a computer screen.

Battleships: Searching Algorithms
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This activity explores the main algorithms that are used as the basis for searching on computers, using different variations on the game of battleships.

You Can Say That Again!: Text Compression
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This activity helps students learn how computers "compress" text by identifying repeating patterns of letters, words, and phrases.

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.

Information Hiding: Sharing Secrets
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This activity about cryptographic techniques illustrates a situation where information is shared, and yet none of it is revealed.

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

Phylogenetics
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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.

How Much is a Name Worth?
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In this math lesson, learners use simple addition facts to compute values (in dollars and cents) for their names.

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.

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.

Solving Playground Network Problems
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In this activity, learners use cooperation and logical thinking to find solutions to network problems on the playground.

Binary Code Bracelets
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In this activity, learners make their own binary code bracelets by translating their initials into 0s and 1s represented by beads of 2 different colors.

Tic-Tac-Toe
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In this online version of the classic paper and pencil game, learners practice looking ahead to anticipate an opponent's move.

Guesswork
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In this number puzzle/trick, learner #1 thinks of a number between 1 and 63. Learner #2 shows learner #1 six cards and asks them whether the cards contain their number.

Baseball
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In this math activity (Page 17 of the Play Ball! PDF), learners play a game of "baseball" and analyze the results of the game.