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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.

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

Arduino Blink Challenge
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In this activity, learners explore computer programming and the impact of computers on society. Learners build and test a program to turn a light on and off using an Arduino board.

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.

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.

How to Train Your Robot
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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.

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

The Orange Game: Routing and Deadlock in Networks
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When a lot of people share one network (such as cars using roads, or messages getting through the Internet), there is the possibility that competing processes will create a “deadlock," or an interrupt

Yogurt Cup Speakers
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Learners build a simple electromagnet, then use this electromagnet to transform a yogurt container into a working speaker. They can connect their speaker to a radio and listen as it transmits sound.

Art Cars
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In this activity, learners design miniature cars. Learners can create a telephone car, soccer car, merry-go-round car, or any other theme car they can imagine.

LEGO Robots
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This activity (on page 2 of the PDF under GEMS Activity) is a full inquiry investigation into technology design and testing.

Metal Heads
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Pairs of learners play the roles of programmer and robot. The programmer gives specific directions to the robot to accomplish a simple task (e.g. walk across the room and pick up a pencil).