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    Science Museum of Minnesota
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    The Game of Life is a simple computer simulation of what is called a "cellular automaton." Developed by the British mathematician John Conway in 1970, the program uses the cells of a grid...

    free Ages 6 - adult 5 to 10 minutes
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    Science Museum of Minnesota
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    This is a web page that helps informal educators brainstorm on how to use a Pico Cricket (tiny computer) in an informal activity. Included are examples, inspirational notes and tips from educators,...

    Over $20 per student Ages 8 - adult 2 to 4 hours
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    Arizona Science Center
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    In this activity, learners apply the concepts of pixilation and pointillism to the world of biomedical science. They learn how DNA microarrays and supercomputers help in disease detection by...

    $5 - $10 per group Ages 11 - 14 1 to 2 hours
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    NISE Network
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    In this activity, learners examine nanoscale structures of common things. Learners flip between macro and nanoscale images of familiar objects to learn about some ways that nanotechnology is...

    $1 - $5 per group Ages 4 - adult 5 to 10 minutes
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    New York Hall of Science
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    This activity lets you program your 'robot' (a willing friend) to pick up and dispose of some 'toxic waste' using as few commands as possible. Learners create command cards ...

    1 cent - $1 per group Ages 8 - 18 10 to 30 minutes
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    Oregon Museum of Science and Industry
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    This is a matching game where learners match examples of communications technologies with pictures of the people who used them. Look at images of hieroglyphs, runes and calligraphy and match them...

    free Ages 6 - adult 5 to 10 minutes
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    Science Museum of Minnesota
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    Play-Doh is conductive! Use the semiconductive qualities of Play-Doh to make your own squeezable instrument. Pico Cricket is required. This activity is great as a walk-up activity for all ages, and...

    Over $20 per group Ages 6 - adult 45 to 60 minutes
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    National Geographic Society
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    In this activity, learners discover that training a robot can be hard work! Learners investigate how robots complete a task by following a list of sequential instructions. Learners write algorithms...

    free Ages 6 - 14 30 to 45 minutes
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    IEEE
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    In this activity, learners explore computer programming and the impact of computers on society. Learners build and test a program to turn a light on and off using an Arduino board. They connect the...

    Over $20 per group Ages 11 - 18 1 to 2 hours
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    National Center for Women and Information Technology (NCWIT)
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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. They can...

    1 cent - $1 per student Ages 8 - 14 45 to 60 minutes

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