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In this Cyberchase activity, roll the die and count off spaces on the game board to earn money and collect CyberSquad autographs. To win the game, be the first to buy four different autographs.

1 cent - $1 per group Ages 8 - 11 10 to 30 minutes
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In this math activity, learners play a card game to practice adding coins quickly, just like a banker. First, learners create coin cards. Next, the cards are dealt to each player.

1 cent - $1 per group Ages 6 - 11 10 to 30 minutes
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In this engineering design challenge, learners make a bird and then control its flight with attached strings.

$1 - $5 per group Ages 4 - 18 1 to 2 hours