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 09, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
 Target 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 09, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
 Target 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 09, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
 Target 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 09, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
 Target 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 09, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
 Target 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 09, you can only use 0 and 1. Goals Fill in the blanks to make the Decimal Value match the Target number.
 Target 0

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.


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.


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.


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.


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.


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.


Instructions You have completed the lesson. You may scroll up to review the lesson. 