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Twenty Guesses: Information Theory
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This activity introduces the idea that computer scientists measure information by how "surprising" a message is.
Count the Dots: Binary Numbers
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Data in computers is stored and transmitted as a series of zeros and ones. Learners explore how to represent numbers using just these two symbols, through a binary system of cards.
Color by Numbers: Image Representation
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Computers store drawings, photographs, and other pictures using only numbers. Through this activity, learners decode numbers to create pictures using the same process that computers use.
Lightest and Heaviest: Sorting Algorithms
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Computers are often used to put lists into some sort of order—for example, names into alphabetical order, appointments or e-mail by date, or items in numerical order.
Treasure Hunt: Finite-State Automata
In this computer science activity about finite-state automaton (on page 45 of the PDF), learners use a map and choose various pathways to find Treasure Island.
Cover Up!
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Learners test their memory and ability to learn memory strategies in this game. Partners start with an array of poker chips, coins, or paper squares on the table.
Cipher Wheel
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In this activity, learners make their own encrypted code to pass along secret messages using a printable cipher wheel.
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
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.
Beat the Clock: Sorting Networks
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Even fast computers are limited to how quickly they can solve problems. One way to speed things up is to use several computers at once.