Instructions The position of a digit in a number gives that digit a certain value. Goals Fill in the blanks to make the target number.
| Target 0
Decimal Value 0 |
Instructions The position of a digit in a number gives that digit a certain value. Goals Fill in the blanks to make the target number.
| Target 0
Decimal Value 0 |
Instructions The position of a digit in a number gives that digit a certain value. Goals Fill in the blanks to make the target number.
| Target 0
Decimal Value 0 |
Instructions The position of a digit in a number gives that digit a certain value. In Binary instead of powers of ten, each place value is a power of two. And instead of ten digits 0-9, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
| Target 0
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Instructions The position of a digit in a number gives that digit a certain value. In Binary instead of powers of ten, each place value is a power of two. And instead of ten digits 0-9, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
| Target 0
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Instructions The position of a digit in a number gives that digit a certain value. In Binary instead of powers of ten, each place value is a power of two. And instead of ten digits 0-9, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
| Target 0
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Instructions The position of a digit in a number gives that digit a certain value. In Binary instead of powers of ten, each place value is a power of two. And instead of ten digits 0-9, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
| Target 0
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Instructions The position of a digit in a number gives that digit a certain value. In Binary instead of powers of ten, each place value is a power of two. And instead of ten digits 0-9, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
| Target 0
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Instructions The position of a digit in a number gives that digit a certain value. In Binary instead of powers of ten, each place value is a power of two. And instead of ten digits 0-9, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
| Target 0
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Instructions Hexadecimal is a base 16 number system. It uses the digits: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F to represent values from 0 to 15. Each place value is a power of sixteen. Goals Use digits 0 to F to make a Hexadecimal number that has the same value as the decimal target.
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Instructions Hexadecimal is a base 16 number system. It uses the digits: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F to represent values from 0 to 15. Each place value is a power of sixteen. Goals Use digits 0 to F to make a Hexadecimal number that has the same value as the decimal target.
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Instructions Hexadecimal is a base 16 number system. It uses the digits: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F to represent values from 0 to 15. Each place value is a power of sixteen. Goals Use digits 0 to F to make a Hexadecimal number that has the same value as the decimal target.
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Instructions Computers use six digit Hexadecimal numbers to represent colors. Use the sliders and digits 0 to F to match the colors on the left to the colors on the right. Goals Find the Heaxdecimal number for the color in the Hexagon.
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Instructions Computers use six digit Hexadecimal numbers to represent colors. Use the sliders and digits 0 to F to match the colors on the left to the colors on the right. Goals Find the Heaxdecimal number for the color in the Hexagon.
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Instructions Computers use six digit Hexadecimal numbers to represent colors. Use the sliders and digits 0 to F to match the colors on the left to the colors on the right. Goals Find the Heaxdecimal number for the color in the Hexagon.
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Instructions You have completed the lesson. You may scroll up to review the lesson. |