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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
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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.
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Memory Match
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In this classic memory game (on pages 37-45 of PDF), learners turn over tiles to reveal images on the back.
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Read Without Seeing
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Learners write a message in Braille using beans to form the patterns of dots. Learners glue beans in place, and then challenge another learner to read the message.