The INNOVATE Program
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.
Children explore static electricity, circuits, and how
to power Direct Current (DC) motors.They 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, and then harness ecofriendly wind
power to light their creatures’ enclosures. Participants must figure out a way to
feed the robotic creatures using a waterwheel as inspiration. The 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.
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. Then, 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. The tribes create items to sell to other tribes for their avatars, and then
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!
I Can Invent: Balloon
Burst™
In the
I Can Invent: Balloon Burst module, children invent fantastical machines.
Using science, creative problem solving, and hands-on applications, children advance
their creative and critical-thinking skills. Working in teams, younger children
focus on building inventions that burst water balloons, while older children create
multi-step, balloon bursting Rube Goldberg-type machines, signifying their success.
Children will enter the workshop, receive their challenge,
and begin taking apart broken machines while learning about machines and tool safety
as they work. The older children learn about Rube Goldberg and complicated ways
to solve simple problems! The excitement builds when children continue to dismantle
broken machines and investigate how the gears, motors, magnets, and springs inside
the machines work. Using this knowledge, children begin planning their balloon bursting
inventions and Rube Goldberg-type machines. Children investigate intellectual property
tools, including the patent system, and put their invention plans into action as
they immerse themselves in full-on construction of their machines. The younger children
complete their balloon-bursting inventions and design a marketing campaign. The
week ends with the older children enhancing their Rube Goldberg machines using the
engineering design process by testing, retesting, and making any necessary adjustments,
preparing to set them into motion and documenting the work with a drawing and description
of the final machine.
Action and Adventure
Games™
The
Action and Adventure Games module scores a home run by combining physical
activity and creativity. Children practice teamwork, cooperation, coordination,
and creative problem solving processes during fun, energetic games. Action and Adventure
Games activities are based on the premise that traditional games can be modified
using nontraditional approaches. Employing the concept of upcycling, children use
available materials to create completely new games. Unlike competitive games or
sports, this module stresses creative problem solving, rather than winning or losing,
and encourages active physical participation while boosting self-confidence.
In this module, each day features new and exciting challenges
that vary based on children's ages and abilities. All activities are designed to
converge the functions of mind and body while children work collaboratively in diverse
teams. These games facilitate inventive and inquisitive-thinking skills while incorporating
21st century learning skills such as collaboration, communication, and whole-systems
thinking. Children play approximately four games per day that sometimes feature
nontraditional sporting equipment such as recyclable items, water balloons, and
other unconventional materials. Children's curiosity is sparked with a new line-up
of wild and wet games that are sure to enrich and energize!