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Inkjet Printer
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In this activity, learners investigate how inkjet printers produce tiny, precise drops of ink.

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.

Interactive Pencil Drawings: Drawings That Tell a Story!
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Margaret Pezalla-Granlund, a Minnesota artist, came up with this really fun and surprising activity using graphite from a pencil, connected with a Pico Cricket to tell a story: "The first time I saw s

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.

Pico Cricket Compass
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Learners can program a compass to draw a circle by itself using a Pico Cricket, some Legos, and lots of tape! Pico Cricket is required.

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.

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.

Multitasking Mania
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In this activity, learners conduct scientific research on multitasking. Learners determine if multitasking with media while doing homework affects their ability to successfully complete the homework.

Cactus Needle Phonograph
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Build a phonograph record player using a cactus needle, a record, LEGOs gear box, and a piece of paper! This activity uses a Pico Cricket to turn the motor.

Patterns in Pixels
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This activity (page 2) draws upon a familiar, computer-based concept related to visual resolution: pixilation.

Arduino Blink Challenge
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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.

Human Interface Design: The Chocolate Factory
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In this activity about human interface design issues, learners help the Oompa-Loompas of a great chocolate factory solve different problems.

Scribbling Machines
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In this activity, learners explore electronics and motion by making a Scribbling Machine, a motorized contraption that moves in unusual ways and leaves a mark to trace its path.

Mind-Reading Magic
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In this activity, learners recreate a method of detecting and correcting errors in computers called 'parity'.

Tourist Town: Dominating Sets
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In this activity, learners use a fictitious map of "Tourist Town" and counters to problem solve how to place ice-cream vans on street intersections so that every other intersection is connected to one

Kidbots
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In this activity, one person acts as a human robot while another acts as their developer by programming their actions.