Encourage tinkering with ideas, relationships, connections. Set up situations where students have to find information not readily available in school texts. Provide opportunity for students to design open-ended explorations of the concept. Provide multiple options so students can plan a unique "proof" of learning.
Create games, programs, posters, models
Objective: To experiment with binary and/or hexidecimal by creating a project.
Activity: Students create a game (Bingo, Dominoes), card trick, puzzle, picture, poster, model, song, teaching tool, computer program, etc. that utilizes either Base 2 or Base 16. Students are encouraged to use individuality in selection and design of their project.