How To Train Your Robot
Watch your parents turn into robots and obey your commands as you program them on a piece of paper in the activity that became an internet sensation.
(Parents: get ready for a workout.)
- Ages 5 and up
- Teaches basics of computer language design, procedural programming, testing and debugging.
How To Build A Simple Computer Out Of Anything
Explore how to use different household items to compute a sequence of random numbers in the activity that has stretched the creativity of Stanford University's CS majors.
(Parents: expect loud noises and flying objects in your living room.)
- Ages 5 and up
- Teaches design trade-offs, input-output and random number generation that is fundamental to many computing algorithms.
How To Train Your Robot To Jump
Turn arrows up/down/left/right and get your parents to jump/drop/shift in sequence in the activity that proved even toddlers can program.
(Parents: expect your kid to be jumping with you.)
- Ages 3 - 5
- Teaches how you can put symbols in sequence to cause a sequence of outputs/actions.
Daena The DNA Detective and the Ugga Ugga Virus
Daena is the smallest detective in the world. She is nano-engineered at the size of a virus so she can investigate the human body. But she's been swimming around a test tube for too long and she is bored out of her mind. Until a dangerous mission comes her way. She and her trusted sidekick, the Dannybot, must succeed or their very own existence is at stake.
- Ages 8 - 11
- Demonstrates how computing can be found anywhere, even inside our own body and illustrates some basic computing processes and design patterns.
The Dragon's Treasure Makeover
The mighty Dragon has too much treasure she can't find things when she wants to. She posts an ad for a wizard to help. Will the Dragon be happy with the "consultant" or will she burn him to a crisp?
- Ages 7 - 9
- Teaches basics of algorithms and data organization.
What Happened Before The Story Of The Three Little Pigs
We all know that it was not a good idea for the pigs to make homes out of straw or sticks while the Big Bad Wolf lives in the neighborhood. Why did they do it anyway?
- Ages 5 - 7
- Teaches that it's important to do research before making a decision or you'll be solving the wrong problem.
LetteRs C4n’t Count. NumbeRs C4n’t Spell
The letter R and the number 4 get into an argument. This is what happens when letters can't count and numbers can't spell. Will they be able to work things out?
- Ages 4 - 6
- Teaches that when we combine different skillsets we can solve more difficult technical problems.