### Birmingham Science Museum

Birmingham Science Museum

Birmingham Science Museum previously known as simply Thinktank) is a science museum in Birmingham, West Midlands England. This remarkable visit place opened in 2001; it is part of Birmingham Museums Trust and is located in the Millennium Point complex on Curzon Street, Digbeth.

They serve as a place where guests can explore Science, the World around them and learn new things. Several exhibitions are on display which are there for all the people to see. The museum has many interactive exhibits, which make the learning even more fun.

Let’s look at some of the interactive games and other exhibits at this place. If you are interested in visiting here, it is advisable to plan your trip because this place gets crowded throughout the year. You can make a reservation online to avoid this.

1. How Much Does Space Cost?

This refers to one of the fascinating exhibits at the Thinktank Museum. You can play the above name game in three different modes, and you will answer a few questions.

The first is how much does it cost to send a man to the moon? If you think how much it would cost, it would be over \$1 million per kilogram. The second mode is about calculating the distance of a car, and your answer would be around 14,300 kilometers.

The third mode is about calculating the cost of sending a spaceship to Mars. The answer is around \$400 billion.

1. What Do You Know About Electricity?

As you go through the main entrance of the first room, you will see many interactive exhibits. The first game is about calculating the number of particles you can fit in a jar. You will need to figure out the ratio of people to the number of elephants, and you can answer about 17.6.

Next, you will guess the exact number of atoms in a person. Once you get to know the precise number of bits in a human body, you will be able to answer about 5 trillion.

Next is an exciting game that tests your knowledge about light and color. This is quite challenging for some of you. All you have to do is get the correct match between the lightbulb and the color in the picture.

The final exhibit in the second room will test your knowledge of electricity. The first game will have you do the basic maths of a circuit. The next test will test your knowledge. Your answer will be a function of the number of bulbs in the circuit.

1. What Did You Know About The Moon?

The second room will have you work on space travel. The first game is to calculate the total number of countries on Earth. The answer is just under 193. You can narrow down the number of countries by using the following formula: the number of people + the number of countries = the number of countries. You can estimate the number of people in the World and the number of countries in the World.

The next game is to calculate how much it would cost to send a man to the moon. It would be around \$1 million per kilogram. That is the best answer for sending a man to the moon.

The last game in the second room calculates how far it would take light to travel from the sun to the Earth. You can use the following formula: speed in miles per hour × 1.E-6. It would take about 5 hours for the light to travel.

The third room will have you work on some math. The first game is to calculate the time it takes to complete a mile. You can use the formula: distance × velocity. So to calculate the time it would take to walk a mile, you would multiply the distance (a mile) by the speed (miles per hour).

The second game will have you calculate the weight of a pound. Use the following formula: the total weight of a pound (0.453559 kg) × 1 pound = 0.453559 kg. You will find out that a kilogram equals 1000 grams.

The final game in the third room is to determine if a planet was alive. You can do this by the following formula: if all plants live on land, then a planet is not alive. A planet is considered to be alive if all of the plants live on a water body or ocean.

**Hint:** _You don’t need a calculator for this game. Your answers will not need a whole lot of math._

If you have time, you can try all the games in the game room.

## Let’s Play

We want to play all the games in the game room. However, the door is locked. The game room has a very complicated password system, so we need to start this chapter by finding the password. There is no password when we first enter the game room. Since we didn’t do anything in the book, we must begin our journey at the beginning. We must do all the games in the first room to unlock the door. This chapter explains all of the password-based games in the first room.

We start with the first room. The game to figure out the password is easy to figure out. It’s “_math._ “If you don’t remember the formula to calculate the length of a pound, we have another easy game to do.

The first player goes to the first room. He should choose to learn the number of years in a decade. He should remember that 10 _y_ means 10 years. He then calculates the number of years in a decade and enters it into the computer, which answers with 10 _y_ – 90. The player now has a message with the number 90. The next step is to enter the password “_math._”

The player goes back to the first room to reset the game. He should have entered “math.” Now, he calculates the length of a pound and enters that into the computer. After the player clicks on the “_math_” button again, the game answers with 10 _y_ – 90. The player now has a message with the number 10. The player then enters “90” into the computer and enters the password to open the door. He now can get into the next room.

There is a good reason to choose a simple first password. If someone enters a simple password, such as “_math._ “, it will likely get broken quickly. The hacker would have to try the password until he found it. Thus, in order to maximize his speed, he would start off trying easy passwords, such as the name of a teacher, a pet, or a hobby. Once he found the password, he would change it to a password that was harder to figure out, such as “1234,” “123456789,” or “1235.” Once he changed the password, he would change again to a more complicated password. In that way, he could use the most difficult passwords first to get in, and only then would he move to the next and easier passwords.

Let’s try to break this door, starting with the simplest passwords. What should the hacker do? First, he has to remember the formulas to figure out the number of years in a decade and figure out the next number for the decade.

The number of years in a decade is 10 percent of the total number of years in the decade. The remainder is the rest of the years. For instance, 1970 is a 10-year decade. The year 1970 has 2,880 years in it. 10% of 2,880 is 288. That is the number of years in a decade.