invent. discover. explore. chieve. · xxx dbnqjowfoujpo psht typical day 9:00 am children are...

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Inspire CREATIVITY and INVENTIVE thinking during a weeklong summer adventure of FUN and EXCITING real world challenges led by qualified educators! I NVENT. D ISCOVER. E XPLORE. A CHIEVE. The cost is $275, but sign up before 3/28/13 for $255. Enroll today at https://glenridgefirst.wufoo.com/forms/gr-first-camp-invention-innovate-summer-camp-reg/ INNOVATE is coming to: Ridgewood Avenue School 235 Ridgewood Avenue, Glen Ridge, NJ 07028 June 24 - 28, 2013 8:30AM to 3:00PM Directed by: Yin Chang-D’Arcy [email protected] Kim McGuire [email protected]

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Page 1: INVENT. DIsCoVER. EXploRE. ChIEVE. · XXX DBNQJOWFOUJPO PSHt Typical Day 9:00 am Children are signed in by their parents and join their Leadership Intern and age-appropriate group

Inspire CREATIVITY and INVENTIVE thinking during a weeklong summer adventure of FUN and EXCITING real world challenges led by qualified educators!

INVENT. DIsCoVER. EXploRE. AChIEVE.

The cost is $275, but sign up before 3/28/13 for $255. Enroll today at https://glenridgefirst.wufoo.com/forms/gr-first-camp-invention-innovate-summer-camp-reg/

INNoVATE is coming to:Ridgewood Avenue School235 Ridgewood Avenue, Glen Ridge, NJ 07028

June 24 - 28, 20138:30AM to 3:00PM

Directed by:Yin Chang-D’[email protected]

Kim [email protected]

Page 2: INVENT. DIsCoVER. EXploRE. ChIEVE. · XXX DBNQJOWFOUJPO PSHt Typical Day 9:00 am Children are signed in by their parents and join their Leadership Intern and age-appropriate group

United StateS Patent and trademark Officean agency Of the dePartment Of cOmmerce

in PartnerShiP with:

The cost is $275, but sign up before 3/28/13 for $255. Enroll today at https://glenridgefirst.wufoo.com/forms/gr-first-camp-invention-innovate-summer-camp-reg/

Dear Parent:

Your child’s learning doesn’t have to end when the school year does. Camp Invention’s summer day program, for students entering grades One through Six, immerses your child in a weeklong experience where he or she will discover creativity and inventiveness through hands-on, creative problem solving activities.

By enrolling your child in Camp Invention’s 2013 program, you’ll give them the opportunity to invent, discover, explore and achieve while developing the skills they will need to compete in the 21st Century. The program is led by local, highly qualified educators who are passionate about helping children grow through hands-on learning.

As an advocate of hands-on learning, we are thrilled to bring this nationally-acclaimed program to our community. To secure a spot in this year’s program, register using the URL Below.

Sincerely,

Yin Chang-D’Arcy, Director [email protected]

Kim McGuire, Director [email protected]

Each registrant will receive a free Camp Invention T-shirt. Refunds are available up to three weeks prior to the start date of the program, and $75 is non-refundable. Early Registration discounts are valid only for registrations received by the applicable date and cannot be used with any other discount.

This year’s INNoVATE program features: � HATCHED™ – The Hatched online community has disappeared. Be a part of the tribe that saves its avatars by rebuilding the marketplace in this extraordinary virtual world.

� POWER’D™ – It’s alive! In a secret lab, build your own motorized creature and bring it to life while helping a mysterious scientist harness the power of nature.

� GEO-GAMES™ – Design sporting and game equipment, get wet and go wild as global games are fused with dynamic, high-energy activities.

� I CAN INVENT: LAUNCHITUDE™ – Put physics to use taking apart machines and re-engineering them to create a Duck Chucking Device to destroy competitor duck territory!

Page 3: INVENT. DIsCoVER. EXploRE. ChIEVE. · XXX DBNQJOWFOUJPO PSHt Typical Day 9:00 am Children are signed in by their parents and join their Leadership Intern and age-appropriate group

Camp Invention and Invent Now are registered trademarks. © 2012 Invent Now, Inc. All rights reserved.

www.campinvention.org • 800.968.4332

Typical Day

9:00 am Children are signed in by their parents and join their Leadership Intern and age-appropriate group at the Base Camp Activities™ area. During this gathering period each morning, they might build a newspaper tower or learn the Camp Invention cheer.

9:15 am Children move to their first module, during which they might be crash-landed astronauts on an alien planet! After assessing their strange new surroundings, children might be challenged to design shelters and spacesuits that are able to withstand the planet’s harsh conditions and acid rain.

10:20 am Children enjoy a morning snack.

10:30 am Children move to their second module, during which they might find themselves in safety goggles and using real tools to take apart and investigate small appliances.

11:40 am Half of the children gather in the common area for lunch, while the other half indulge in high-energy games and activities in the gymnasium or outdoors.

12:10 pm Children who ate lunch earlier now work off that energy by switching with the other group, who now gather in the common area for lunch.

1:05 pm Children move to their next module of the day, during which they might explore Newton’s first law of motion by conducting an experiment based on a magician’s tablecloth trick or participating in a relay race that demonstrates the concept of inertia.

2:10 pm Children move to their final module of the day, during which they might clean up a simulated landfill that is leaking toxic chemicals into groundwater.

3:15 pm Children gather in the Base Camp area with their Leadership Intern, where they work on activities designed to overcome challenges as this is an important part of the invention process and can be used throughout their day

3:30 pm The fun comes to an end, and children are signed out by their parents.

Activities, times, and groups may vary based on the selected curricula and number of enrolled participants.

A day at the Camp Invention program is packed with hands-on activities, brainstorming, experimentation, and unbelievable action! Although daily activities are widely diverse and vary based on the program being hosted, as well as the number of participants, here is a quick glimpse of what a typical day of fun at the Camp Invention program looks like...

Page 4: INVENT. DIsCoVER. EXploRE. ChIEVE. · XXX DBNQJOWFOUJPO PSHt Typical Day 9:00 am Children are signed in by their parents and join their Leadership Intern and age-appropriate group

www.campinvention.org • 800.968.4332 Camp Invention, Invent Now, and Planet ZAK are registered trademarks. © 2012 Invent Now, Inc. All rights reserved.

CURRICULA ALIGNMENT

Invent Now, Inc.Curricula Alignment with STEM Content

and 21st Century Skills

STEM Content21st Century Learning Outcomes: “Learning and Innovation Skills”1

Creativity and Innovation Critical Thinking and Problem Solving Communication & Collaboration

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Amazing Atlas™ X X X X X X X X X X X X

Amazing Atlas Games™ X X X X X X X X X X X X

Bounce! An Atomic Journey™ X X X X X X X X X X X X X

Cache Dash™ X X X X X X X X X X X X X

The Curious Cypher Club™ X X X X X X X X X X X

Ecoverse™ X X X X X X X X X X X X

Geo-Games™ X X X X X X X X X X X X

Hatched™ X X X X X X X X X X X

I Can Invent: Launchitude™ X X X X X X X X X X X X X

Imagination Point: Ride Physics™ X X X X X X X X X X X

Power'd™ X X X X X X X X X X X X X

Problem Solving on Planet ZAK® X X X X X X X X X X X

Saving Sludge City™ X X X X X X X X X X X X

SMArt: Science, Math & Art™ X X X X X X X X X X X

Solve It: The Missing Inventors Log™ X X X X X X X X X X X X X

Tape Me To Your Leader™ X X X X X X X X X X X X

Wild Blue Y'Under™ X X X X X X X X X X X X X

W!LD: Wondrous Inventions and Living Designs™ X X X X X X X X X X X X

1Partnership for 21st Century Skills. (2009, December). P21 Framework definitions document. Retrieved July 29, 2010 from http://p21.org/documents/P21_Framework_Definitions.pdf.

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Camp Invention and Invent Now are registered trademarks. © 2012 Invent Now, Inc. All rights reserved.

www.campinvention.org • 800.968.4332 Continued...

MODULE SUMMARIES: ThE INNOVATE PROgRAM

www.campinvention.org • 800.968.4332

Power’d™In the Power’d module, a mysterious scientist is seeking new ways to power robotic creatures in a secret lab. The scientist requests the help of Camp Invention children to explore new types of energy to help bring the robotic creatures to life. Children spend the week investigating alternative energy such as wind, solar, and hydro power to design and build their own creatures.

On Day One, children explore static electricity, circuits, and how to power Direct Current (DC) motors. On Day Two, children build and power their robotic creatures and explore the strength of the chemical substance phosphor, allowing them to capture and utilize the sun’s power. Children create enclosures to surround their creatures and protect them from the dangers inside the lab on Day Three, and then harness eco-friendly wind power to light their creatures’ enclosures. On Day Four, children must figure out a way to feed the robotic creatures using a waterwheel as inspiration. On Day Five, children use lemons to create batteries that power lights and design a new way to power their creatures when their batteries die. They then design a race track for their creatures and measure the distance that their creatures can travel in one minute.

Hatched™The Hatched module utilizes a virtual computer world to introduce children to entrepreneurship and economics. During the week, children are presented with the challenges of rebuilding a virtual world for the world’s residents and restoring the world’s economy.

On Day One, children hear that their instructor has been contacted by a being named Inventar, an avatar, who needs their help in restoring the health of his virtual world. They begin their work by designing a map of the virtual world that details where the avatars live and work, and design their personal avatars for the Hatched world. During Day Two, children break into tribes (teams) and build aqueducts to carry water from the Hatched lake to the areas where the avatars live and then hear their first economic challenge, to restore the Hatched world. On Day Three, tribes create items to sell to other tribes for their avatars. During Day Four, children’s tribes create a marketplace in which to sell their items and establish pricing and advertising for their businesses. The week ends with participant tribes advertising their wares, and buying and selling with other tribes. The tribe that manages to accumulate the most Hatched money by selling their items, is declared the most entrepreneurial of the Hatched world!

Page 6: INVENT. DIsCoVER. EXploRE. ChIEVE. · XXX DBNQJOWFOUJPO PSHt Typical Day 9:00 am Children are signed in by their parents and join their Leadership Intern and age-appropriate group

Camp Invention and Invent Now are registered trademarks. © 2012 Invent Now, Inc. All rights reserved.

www.campinvention.org • 800.968.4332

MODULE SUMMARIES: ThE INNOVATE PROgRAM

I Can Invent: Launchitude™Expedition teams are challenged to launch international rubber ducks to their country origin and race to destroy competitor duck territory! Teams put physics (trajectory and velocity) into practical use as they take apart broken appliances and re-engineer the gears and gadgets, along with upcycled objects, to invent the ultimate Duck Chucking Device. Throughout the week, children will explore physics, entrepreneurship and invention though practical hands-on challenges.

On Day One, children receive their challenge and teams begin to disassemble appliances. As children explore the broken appliances, they will investigate the way they work and examine their design. On Day Two, the Take Apart continues and teams test the trajectory of objects to ensure that the ducks will land on target. Children will use ballistic science to uncover each duck’s continent of origin so they can build a machine to send them home. On Day Three, the children finish taking apart their broken appliances while exploring velocity to measure how fast they will fling their ducks. Testing will take place to help them think critically and then adapt their innovations to meet the Duck Chuck challenge. Teams learn to patent and market their duck launching devices on Day Four. They also explore how the angle of the trajectory and the velocity work together to create a successful launch. When Day Five arrives, a marketing campaign is introduced as each team presents their Duck Chucking Device. Successful teams will make a splash as they navigate their international duck to its territory. Finally, each group races to destroy competitor territory, knocking down as many structures as possible!

Geo-Games™The Geo-Games module combines physical activity and creativity. Children practice teamwork, cooperation, coordination and creative problem solving processes during fun, energetic games. Geo-Games activities embody the fact that all games can be modified with nontraditional approaches and made more exciting. Children create game pieces and sporting equipment from everyday items, employing the concept of upcycling. Together, they will fuse global games and classic high-energy activities. Like all Camp Invention modules, winning and losing isn’t important. Instead, this module stresses creative problem solving and encourages active physical participation that boosts self-confidence.

In this module, each day features new and exciting challenges that vary based on children’s ages, abilities and interests. All activities allow children to work collaboratively in diverse teams while improving their inventive and inquisitive-thinking skills. Children play approximately four games per day that enhance 21st century learning skills, such as communication and whole-systems thinking. The participants’ curiosity is sparked with a custom line-up of physical games that enrich and energize!

Page 7: INVENT. DIsCoVER. EXploRE. ChIEVE. · XXX DBNQJOWFOUJPO PSHt Typical Day 9:00 am Children are signed in by their parents and join their Leadership Intern and age-appropriate group

About Glen Ridge First Glen Ridge FIRST is a non-profit, volunteer organization dedicated to advancing, promoting, fostering and supporting interest in Science, Technology, Engineering & Math (STEM) amongst children, ages 6 to 18. GR First is operated by a team of parents on a voluntary basis who are passionate about STEM.

GR First Core Values

We encourage imagination, creativity and innovation.

We believe learning about STEM is fun.

We enjoy learning with friends.

We share our experiences and what we learned with others who are interested.

We honor the spirit of friendly competition.

We strive to display graciousness and professionalism.

We endeavor to work together as a team.

2012 July: Register as non-profit.

September: Host information sessions

October: Launch STEM programs

2013 January: Winter STEM program begins

February: Host Inaugural GR First Jr. FIRST® LEGO® League Exhibit

March: Launch Glen Ridge Robotics with Jr.FLL team matching program

May: Introduce GR First Membership

June: Camp Invent One-Week Summer Program

July: Fall program unveiled & early registration begins

August: Launch Odyssey of the Mind Program

September: Register Jr.FLL teams; Fall program begins

For more information, go to www.glenridgefirst.wordpress.com or follow us on Facebook www.facebook.com/glenridgefirst.

Contacts Yin Chang-D’Arcy, President [email protected] Kim McGuire, Vice President [email protected]

Page 8: INVENT. DIsCoVER. EXploRE. ChIEVE. · XXX DBNQJOWFOUJPO PSHt Typical Day 9:00 am Children are signed in by their parents and join their Leadership Intern and age-appropriate group

June 24-28, 2013 / 8:30 – 3:00

What Glen Ridge First Offers

Glen Ridge First

STEM Enrichment

Program Tracks

Glen Ridge First Robotics Events

STEM Enrichment Programs/Tracks Sneak peek 2013-2014 (sample programs) • Carnegie Mellon’s Robotics Academy • Cities & Transportations • Intro to Engineering: Projects • Mindstorm NXT • NASA Academy of Future Space Explorers • Sci/Tec: Wheels, Axles, Gears & Simple

Machines • Shockingly Sticky Science