To take in consideration by teachers:
- As a public museum, our resources are limited. Despite that, we invert tons of illusion, dedication and effort to try to improve our society education, awake vocations and teach good citizens.
- Not paying money to enjoy our activities does not mean that making them is free. We request our visitors a Sustainable Ticket in form of RAEEs (electrical and electronic waste pieces) as a little gesture with our planet’s future.
- The activities last, approximately, two hours and they have no break during them. That’s the reason why we request the complicity and the participation of teachers acting as responsibles in the process of booking the activity as well as during it. We expect from teachers the maximum degree of cooperation and punctuality on the visit day.
- In those workshops where computers are used, UPV’s cybersecurity policy requires the identification of each one of the participants in the workshop (name, surnames and ID). The museum will request this information to the person in charge of the visit with the proper advance so credentials can be obtained without any problem.
- Before the visit, we strongly recommend to work on the area of the workshop booked in class, so students can develop the workshop without problems. Some classroom activities can be found here.
- The museum has the right to cancel any activity not fullfilling all the requisites above.
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 Scratch programming and physical world interactions through the Picoboard sensor board. Visitors will have fun by designing and programming video games in which sliders, buttons and light and noise detectors take part. This workshop is recommended for those with basic programming skills who want to involve their programs with real world physical events.
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.
Criptography and Cryptoanalysis workshops
In this workshop we teach, in a fully practical way, some of the most known methods in message encryption. In addition, we introduce the mathematical basis of cryptoanalysis. This workshop is recommended for those looking forward to introduce themselves into the cryptography world.
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 explain differences between public and private key, Kerckhoffs’ principle, Diffie-Hellman algorithm and we will try to break them. This workshop requires the visitors to have some mathematical concepts clear (factorisation, prime numbers), so it is recommended for undergraduate students.