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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.

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.

Tourist Town: Dominating Sets
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In this activity, learners use a fictitious map of "Tourist Town" and counters to problem solve how to place ice-cream vans on street intersections so that every other intersection is connected to one

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.

Pico Cricket Compass
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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.

Patterns in Pixels
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This activity (page 2) draws upon a familiar, computer-based concept related to visual resolution: pixilation.

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