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Scribbling Machines
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In this activity, learners explore electronics and motion by making a Scribbling Machine, a motorized contraption that moves in unusual ways and leaves a mark to trace its path.

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.

Musical Gloves
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Put on a pair of gloves and be the conductor of your invisible orchestra!

Binary Challenge
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In this activity, learners cut out 5 paper cards and label them with 1, 2, 4, 8, or 16 dot(s) to explore binary digits.

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.

Divide and Conquer: Santa's Dirty Socks
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This activity introduces the idea of "divide and conquer" using a fictitious but serious problem--a pair of dirty socks has accidentally been wrapped in one of the presents that Santa is about to deli

Artificial Intelligence: The Intelligent Piece of Paper
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This activity explores what it means for a computer to be intelligent and introduces the topic of what a computer program is and how everything computers do simply involves following instructions writ

Ice Roads: Steiner Trees
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In this outdoor activity, learners use pegs (like tent pegs) and string or elastic to simulate drill sites and roads in Northern Canada.

Photolithography
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In this activity, learners use UV light to transfer a pattern onto a plastic board. The pattern is transferred by placing a mask (a transparency sheet with the pattern) on a plastic board.

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

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).

Squeezing Pictures Into Codes
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In this activity, learners will explore how computers represent pictures using pixels.

Social Fireflies: Pico "Firefly" Communication
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Make two firefly lanterns, then program them to blink to one another and change colors.

Cryptographic Protocols: The Peruvian Coin Flip
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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

Unlocking the Secret in Product Codes
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In this activity, learners will explore how product barcodes are scanned accurately and be able to "guess" the last number in a 13 digit barcode correctly every time.

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

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

The Turing Test: Conversations with Computers
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This activity aims to stimulate discussion on the question of whether computers can exhibit “intelligence,” or are ever likely to do so in the future.

Kidbots
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In this activity, one person acts as a human robot while another acts as their developer by programming their actions.

Guess the Sentence
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In this activity, learners play a game similar to Hangman by guessing a secret phrase to understand how computer scientists measure the amount of "information" in a document.