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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.

Programming Languages: Harold the Robot
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In this activity related to computer programming, learners give directions to a "robot" (either an adult or another learner) and find out which instructions the robot is able to follow, and how their

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.

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.

Clap Sensor: Build a Sound Sensor Using a Pico Cricket
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This activity requires a Pico Cricket (tiny computer). Learners work on designing and building a sound sensor out of household materials, like plastic wrap and cardboard.

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.

Night Lights
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In this activity, learners create night lights using a plastic cup, programmable PICO Cricket, tri-color LED, and sensor.

Push Pull Painter
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In this activity, learners create painting machines that can paint moving forwards and backwards.

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.

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

Wandering Wands
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In this activity, learners construct wands that play different notes depending on information from light sensors programmed via a PICO Cricket.

ROV Races
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In this activity, learners will work together to create a program to navigate a Remotely Operated Vehicle (ROV) through an obstacle course.

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

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

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.

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).

Making Circuits
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In this activity, learners explore electricity and conductivity to find that many things conduct electricity including copper, pencil lead, fruit, play-doh, and even people!