Showing results 1 to 20 of 37
In this activity (on page 2 of PDF), learners mix oil and water. Then, they add soap and observe what changes! The activity demonstrates how oil and water don't mix, except when soap is added.
In this activity (on page 2), pairs of learners create an imaginary crime scene. One person leaves the room while the other person moves a few things around.
This activity (on page 2) explores how sensing is part of robotics. Learners try tying their shoes with different constraints.
In this robotics activity, learners find ways to express emotions and feelings using only body movements, not facial expressions.
In this activity (on page 2 of PDF), learners make their own totem poles out of recycled materials.
Learners make a simple battery out of "sandwiches" of aluminum foil, pennies, and a salt water-soaked paper towel.
This activity explores the basic workings of a siphon, which is the core technology that makes toilets work.
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.
In this activity, learners construct a robot-like hand to demonstrate how data is collected when using robotic technology.
In this activity, children and adults work together to explore their relationship with technology and examine ways to make sustainable media consumption choices.
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.
In this activity, learners will imagine the challenges and opportunities of asteroid mining.
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.
In this activity (on page 2 of PDF), learners create a low-tech refrigerator that requires no electricity to keep food from spoiling.
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.
In this technology activity, learners explore digital imaging and pixels. Learners "transmit" an image to a partner by creating an image on grid paper.
Learners explore the Bernoulli effect by building an airfoil (airplane wing) and making it fly.
Learners design different shaped bandages for different purposes. First, they draw their designs on paper.
Learners design, build, and test models of "dragon boats" made from up to three milk cartons.