Reservations for the activities will not resume until the beginning of the next school year.

Reservations for the activities will not resume until the beginning of the next school year.
The best way to visit our facilities. The activity includes the projection of a ducumentary about the History of Informatics. After that a guided visit through all the permanent exhibition is made. During the visit you will be able to see all kind of computing devices, the milestones of personal computing and also a great number of great-sized computers. The visit will be organised in each case to adapt it to the visiting group. Guided Visits are designed for people of all ages.
This activity takes the visitor into the world and uses of informatics of the first home computers. We use Amstrad microcomputers from the decade of 1980s to study little BASIC written programs and play some vintage videogames. Due to the material, the museum staff recalls teachers and visitors to be responsible and careful when using it. This workshop can take up to 32 students.
In this activity we teach programming by means of the design and conception of a videogame, just as a computer engineer will do it, applying computational thinking. To participate in this activity there is no need to have previous knowledge on programming skills nor using Scratch. This activity is prepared for those programming beginners.
This workshop combines programming in the Makecode platform and the interaction with the real world by means of the micro:bit programable microcomputer. Visitors will have fun designing and programming games in which accelerometer, light and noise sensors, leds and some sound take place. This workshop is recommended to those with basic programming skills aiming to introduce their programs into a microcomputer.
The workshop takes advantage of the synergy within the micro:bit system and its block programming. Using hardware for a small vehicle that allows the integration of a micro:bit programmed to execute a certain behavior, the assistant is introduced to the world of robotics, insisting on the concept of computational thinking that allows dividing the problem into simple tasks. In the workshop, a ping-pong game is programmed that uses a programmed vehicle as a ball. The assistant will be able to modify the behavior of the robot, opening multiple game options.
En este taller se aprenderá a programar un robot utilizando programación por bloques. Aprenderemos a mover y controlar nuestro robot con ejercicios sencillos para entender cómo funciona la programación secuencial e iremos poco a poco introduciendo nuevas herramientas hasta acabar el taller con una pequeña competición siguelíneas entre los asistentes. Cada equipo tendrá que programar su robot para completar un circuito en el menor tiempo posible. Al final del taller habremos aprendido las bases de la programación y la robótica.
Know all the aspects of the life and work of the british mathematician Alan Turing, one of the fathers of informatics. This workshop focuses in the Alan Turing’s role during WWII as a cryptoanalist of the encrypted messages of the German Force. Visitors will act as cryptonanalysts and will know how Enigma Machine worked as well as use it to encrypt and decrypt their own messages. This workshop is recommended for people of all ages.
This workshop shows the mathematic foundation of the asymmetric cyphering systems used in nowadays computers. Through some practical activities we will examine the bases of the Diffie-Hellman algorithm, fundamental in establishing secure communications over the Internet today, and we will try to attack this process to get hold of the message encryption key. This workshop requires the visitors to have some mathematical concepts clear (factorisation, prime numbers), so it is recommended for undergraduate students.
The workshop presents the zero-knowledge-based protocols that are the foundation of current research in cryptography. We will see that it is possible to prove that you have a key without showing it, or showing how it is used, or providing anything that could be used to try to figure out the key. In a practical dynamic we will see how it is possible to play a game of chance over the phone, providing certainty so that the parties are sure that they have not been deceived in the process. This workshop requires a minimum mathematical base (factorization, prime numbers), so it is indicated for high school students, i en concret un perfil de ciències.
The workshop presents the importance of our identity on the web and the importance of the keys we use. Subsequently it is treated as we lose control over the information we publish on our social network profiles or the impossibility of knowing the real identity of social network profiles. Different forms of cyberbullying are shown and how to detect it in the first instance, as well as the fastest way to deal with the issue. In a practical dynamic we will play to detect cyberbullies through a fun card game.
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