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Elementary competitions use a set of 30 questions that are to be read in 10 minutes. Middle School and JV Challenge competitions use a set of 40 questions that are to be read in 12 minutes. High school competitions use a 50 question set that is to be read in 15 minutes. After the time has elapsed, no other questions can be read in that half.
On short answer questions, if the answer given differs from the official one, the moderator uses his or her judgment to make a ruling (which is subject to a challenge by the competitors). On multiple choice questions, students may give the letter answer (W, X, Y, or Z) or the verbal answer.
There are two divisions, Elementary and Middle School. Elementary level problems are for grades 4-6 and Middle School level problems are for grades 7-8, though 4-6 graders may participate in Middle School problems. Hundreds of thousands of students participate annually in MOEMS events. MOEMS plans soon to develop an online teacher training program.
Carmen Sandiego's ThinkQuick Challenge (sometimes referred to as Carmen Sandiego's Think Quick Challenge) is a "game show-themed" [2] edutainment computer game for kids ages 8–12 (although PC Mac suggests it is suitable for ages 10 and up [3]).
Project Lead The Way (PLTW) is a provider of STEM education curricular programs to middle and high schools in the United States. Programs include a high school engineering curriculum called Pathway To Engineering, a high school biomedical sciences program, and a middle school engineering and technology program called Gateway To Technology.
The Solar Car Challenge is an annual solar-powered car race for high school students. The event attracts teams from around the world, but mostly from American high schools. The race was first held in 1995. Each event is the end product of a two-year education cycle launched by the Winston Solar Car Team.
The Fairchild Challenge is an environmental education outreach program of Fairchild Tropical Botanic Garden in Coral Gables, Florida. [2]The Fairchild Challenge promotes environmental awareness, scholarship and stewardship in students in grades pre-K through 12, and by extension in their families, schools and communities, through a combination of hands-on research, creativity and a variety of ...
Quick, Draw! is an online guessing game developed and published by Google LLC that challenges players to draw a picture of an object or idea and then uses a neural network artificial intelligence to guess what the drawings represent. [2] [3] [4] The AI learns from each drawing, improving its ability to guess correctly in the future. [3]
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