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Paint by the Numbers
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In this pencil and paper activity, learners work in pairs and simulate how astronomical spacecraft and computers create images of objects in space.
Design a Landing Pod!
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In this team design challenge (page 11-18 of PDF), learners design and build a Landing Pod for a model Lunar Rover (previously built in activity on page 1-10 of PDF).
The Poor Cartographer: Graph Coloring
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In this activity, learners help a poor cartographer color in the countries on a map, making sure each country is colored a different color than any of its neighbors.
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.
Exploring Materials: Ferrofluid
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In this activity, learners discover that a material can act differently when it's nanometer-sized.
Achieving Orbit
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In this Engineering Design Challenge activity, learners will use balloons to investigate how a multi-stage rocket, like that used in the Interstellar Boundary Explorer (IBEX) mission, can propel a sat
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.
A Degrading Experience
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In this activity on page 27, learners perform an experiment to learn about how different types of marine debris degrade and how weather and sunlight affect the rate of degradation.
Rubber Band Racer
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In this activity, learners construct speedy vehicles made out of paper plates and powered by twisted rubber bands.
Fork in the Road
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In this activity about electricity, learners identify parallel and series circuits. First, learners examine and label diagrams of complete circuits.
That's the Way the Ball Bounces: Level 1
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In this activity, learners prepare four polymer elastomers and then compare their physical properties, such as texture, color, size, and bounce height.
Straws and Pins
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In this activity, learners build bridges and cantilevers in a series of "building out" challenges with straws and pins.
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.
The Parachuting Egg
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In this activity, learners work in groups to design a parachute out of household items that keeps an egg secure when dropped from a certain height.
Design and Build a Better Candy Bag
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In this activity, learners explore how product design differences can affect the success of a final product -- in this case a bag for holding candy.
Properties of Dust
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In this activity, learners carry out a scientific investigation of dust in their classroom. Learners produce an analysis on graph paper of the dust they collect over the course of a few days.
Vectoring: Steering a Plane
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In this two part activity, learners work in pairs or individually to discover how vectoring the thrust from a jet engine affects movement of an airplane.
How Do We Convert Mechanical Energy into Electrical Energy?
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In this activity, learners use a compass, powerful magnet, and copper magnet wire to build a special generator known as a dynamo.
Garden Poles
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In this activity, learners build large-scale structures and cantilevers in a series of "building out" challenges with garden poles and tape.
Patterns in Pixels
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This activity (page 2) draws upon a familiar, computer-based concept related to visual resolution: pixilation.