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Bolder Builders™
In the Bolder Builders module, children join engineer, architect, and builder Archie Tek in the restoration of a town named Unlucky. Children create and test various structures for strength and stability.
Children arrive in Unlucky shortly after a hurricane has destroyed all the homes. They must design and create shelters for the townspeople able to withstand the elements of nature. Unlucky's bad luck continues, as a series of earthquakes destroy all the bridges in the town. Children are charged with reconstruction and determining the strength of beam, arch, and suspension bridges by building and testing prototypes.
Children must rebuild Unlucky in a manner that will stand up to future forces of nature. As children explore the elements of making sound structures, they build models and then test them in simulated earthquakes. Then, children implode their structures, keeping safety in mind. The aesthetics of the town are restored, as children explore different colors, textures, and shapes. Lastly, Archie turns to the animal world for inspiration on building sturdy structures. Children build various animal structures including a spider web, burrowing animal tunnel, and bird's nest.
Castles, Catapults, and Coats of Arms™
The Castles, Catapults, and Coats of Arms module weaves medieval history, basic scientific principles, and hands-on creativity through the challenges presented every session. Each day, participants focus on another aspect of life during the Middle Ages and use knowledge known and used during this time period to solve challenges. Participants discover that everyday inventiveness existed in a time of suppressed learning. While assuming the roles of lords, knights, craftspeople, and serfs, participants work in cooperative groups to complete each task.
During Session One, participants explore the lifestyles of the Middle Ages and discover what defined the people of this time period by creating jewelry and coats of arms that contain symbolism. During Session Two, the concept of center of gravity is explored when participant groups try to build the tallest tower. Groups then use unusual materials to build and test the strength of different shapes. During Session Three, participants explore the concept of buoyancy by building boats that float while carrying weight to cross a castle moat. During Session Four, participant groups build a weight-bearing drawbridge. For Session Five, participant groups must design and build catapults that launch a ball at a target after experimenting with levers.
E.Z. Science™
E.Z. Science, the dedicated, yet absent-minded manager of E.Z. Science Journal, has enlisted the help of the children at Club Invention. Despite his good intentions, E.Z. has misplaced several articles and needs the children's skills in mathematics and science to make the magazine's print deadline.
Children first discover that important portions of this month's feature article are missing. They must conduct experiments, such as measuring time with a time glass and inflating balloons with carbon dioxide, to gather necessary information for the article.
Next, children complete the advice column by solving a knot puzzle, protecting eggs from a 3-foot drop, and creating a game with instructions. After giving their best advice, children move on to the student exchange column, where they design and construct a device to make schoolwork easier.
The magazine is finally ready to print; however, the presses have broken down! Children review simple machines to repair the press and get the wheels rolling. With the magazine printed, children create mazes leading to the magazine's distribution centers and restore order at the E.Z. Science Journal by providing inventive science and mathematical solutions to everyday problems.
Flight Sight ™
In the Flight Sight module, children explore a flight perspective from different altitudes and learn that, as technology enabled man to soar higher, different perspectives of the Earth became visible. Children work individually and collaboratively on a variety of activities about flight and the elevations man has reached.
Children begin by experiencing flight from the ground up to where small planes fly. They experiment with devices that may help them jump higher, create three-dimensional maps, and design and fly huge paper airplanes. Exploring flight from the perspective of fast-moving jets, children make a flight craft of the future and cockpit simulator.
Children continue to explore flight perspective as they simulate travel beyond our atmosphere to space. They create images of the Earth at night and build astronaut suits to protect them from the environment of space.
Passage to Planet ROG™
In this module, children travel to distant Planet ROG and develop a number of different devices to help them solve problems with their spacecraft and the planet. Children are welcomed as the newest mission members. They learn that their spacecraft needs repairs - and they must create special tools to fix the ship!
Then, children discover that the atmosphere of Planet ROG is similar to Earth. They build an outpost on the planet and create communication, observation, and data collecting devices. Next, children meet the inhabitants of Planet ROG! They use inquiry methods of classification to identify and name inhabitants and then create sculptures of planet creatures.
Children then discover that Planet ROG is rich in minerals. After a game of washer mining, they identify and sort mineral deposits. Children complete their mission by creating a way to transport themselves and minerals back to their spacecraft and home to Earth.
Phys. Ed: Physics in Motion™
During the Phys. Ed: Physics in Motion module, children create games based on the work of scientists who helped answer questions about how and why objects move. They incorporate the laws of gravity, energy, motion, and magnetism into their activities. A series of fast-paced, innovative games illustrate each concept.
Children first create games based upon the work of Italian physicist Galileo. They participate in a relay race to keep objects from falling to the ground and throw beanbags at a target. Next, they use Sir Isaac Newton's concept of center of gravity to balance an irregularly shaped object and create a tower using shaving cream and index cards. This leads to exploring Newton's First Law of Motion. Designing and creating a miniature golf hole give children hands-on experience with objects in motion and at rest.
Children then demonstrate the powerful effects of air pressure, as explained by Daniel Bernoulli, by creating a slow parachute and exploring ways to move an object using air. Finally, children investigate the properties of magnets and magnetism, described by William Gilbert. Acting as detectives, children then create games using magnetism.
SOS: Endangered Earth™
In the SOS: Endangered Earth module, children are asked to help protect and save animal homes across the United States. From roving black bears to Indiana Bats, children invent devices that will help save endangered species.
First, children learning about how a black bear’s incredible sense of smell often leads it to human food. They then create “bear-proof” inventions to keep black bears away from human food and living spaces. Next, children work to keep humans away from the homes of endangered Indiana Bats.
Looking both ways before crossing the street may be the way humans protect themselves from traffic on busy roads, but for animals, it's not so easy! Children invent structures to safely get animals across busy streets.
Next, an oil tanker crashes off the coast of California and now threatens birds and other animals that live in the ocean and its nearby lands. Children must clean up the mess left behind and protect these animals from future catastrophes.
The final challenge is to design a zoo habitat for endangered animals. Children create homes for animals that are safe and ecologically friendly.
Trash Island: A Garbage Patch
Journey™
In the Trash Island module,
children hear of the extreme build-up of trash in the North Pacific Central
Ocean Gyre between California and Hawaii. They must figure out if it truly
is an island, what it is made up of, and what can be done to keep it from
growing. As a crew, they will be faced with ocean research challenges along
the way that will require creative thinking skills, problem solving, and
teamwork.
In Session One, participants
discover that they have won a research trip to Trash Island. They receive
their research mission, design boat logs and waterproof boat log cases, make
a model of a gyre, and play a food web game. In Session Two, children
arrive at Trash Island and discover that it is not an actual island! Crews
design and test trawls, investigate what has been collected, and then
balance the pH of ocean water. Session Three finds participants playing a
game based upon everyday actions and decisions that have an impact on the
environment, as well as making and testing fishing poles out of recycled
goods. In Session Four, children create their own egg-marines that must not
sink or float, design a “robotic arm” for a Remotely Operated Vehicle (ROV),
and then work together to “detangle” the turtle. Finally, in Session Five,
children design Trash Island fantasy clean-up machine prototypes and then
head back to shore to share their research findings at a press conference.
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