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This activity introduces the idea that computer scientists measure information by how "surprising" a message is.

free Ages 8 - 14 30 to 45 minutes
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In this activity, learners build and play three math games. In the first game, called "Switcheroo," learners place marbles in holes 1 through 4 and 7 through 10.

$1 - $5 per student Ages 6 - 14 1 to 2 hours
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In this activity, learners explore the potential of interchangeable standard parts to create a large number of unique creations in different combinations.

1 cent - $1 per group Ages 8 - 14 45 to 60 minutes