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TRANSCRIPT
Advance STEAM Camp
(Ages 10-14)
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Table of Contents INTRODUCTION ......................................................................................................................2
Our Services ...........................................................................................................................2
- STEAM Camps ............................................................................................................2
- Educational Kits: .......................................................................................................2
- Curriculum Integration & Teachers Training at Schools ....................................2
Advance STEAM Camp ..........................................................................................................2
Basics of Electrical Circuits ............................................................................................2
Introduction to Robotics ..................................................................................................2
Robotics Competition ......................................................................................................2
Making a Parachute at home ..........................................................................................2
Learning about 3D Modeling ...........................................................................................2
Introduction to Sensors A ................................................................................................2
Learning about Game Development ..............................................................................2
Creating your Own Games...............................................................................................2
Hour of Code .....................................................................................................................2
Introduction to Machine Learning ..................................................................................2
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INTRODUCTION LearnOBots is an educational-technology company that was founded in July 2014 with the
aim to make Inventors and Makers of tomorrow, instead of following the current
educational trend that only produces a whole new batch of just consumers and followers.
It is a way to go beyond the boundaries of a classroom to explore and work in other
domains.
Through our curriculum we help kids identify their passion and channelize it into a
productive hobby; make exciting stuff, create new things, experiment with real tech tools
and find solutions to real life problems in the domains of Science, Technology, Engineering,
Arts and Mathematics (STEAM).
LearnOBots was founded to address the following:
- Increasing gap between new technologies and our curriculums
- Classroom knowledge not being applied practically
- Making bad career choices due to lack of domain knowledge
- Lack of passion in students towards STEAM subjects
- None or very few productive hobbies
- Lack of skilled Engineers, Tinkerers, Technologists and Innovators
- Need for a platform where creative people with common interests can come, share
their ideas and innovate
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Our Services We develop fun educational kits and organize workshops for kids to teach them about
the fascinating world of Science, Technology, Engineering, Arts and Mathematics. Our
activities aim to bring the best out of the kids by following a discovery-based learning
approach.
We conduct our STEAM camps all year round on weekends at LearnOBots Campuses and
in the weekdays at different schools. We use the LearnOBots STEAM curriculum in these
camps that has been designed to take kids from an introductory stage to a point where
he/she is able to think independently, using skills to solve a particular problem.
The curriculum has been divided into 4 main levels: Khoj, Tajassus, Tajarba and
Sciencedaan. Each level introduces the kids to a concept which is reinforced as he/she
moves along the levels. Moreover, every learning outcome is also linked to a concept that
is usually taught at Schools. The LearnOBots STEAM curriculum includes but is not limited
to the following domains:
Science Technology
• Physics
• Chemistry
• Biology
• Astronomy / Space
• Earth Science
• General Science
• Science and Society
• Alternate Energies
• Robotics & AI
• App Development
• Game Development
• Web Development
• 3D printing and modeling
• IOT (Internet of Things)
• Wearable Computing
• Networking
• Coding
• Physical Computing Mathematics
• Algebra
• Trigonometry
• Calculus
• Mathematics in our daily life
Arts • Architecture
• 3D design (modeling /printing)
• Technology Arts
• Electronic Arts
• 3D Animations
Engineering
• Electrical / Electronic concepts
• Mechanical concepts (Physics)
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Advance STEAM
Camp
(Ages 10-14)
- STEAM Camps
The LearnOBots STEAM camps involve some exciting and fun filled activities based on the
LearnOBots STEAM curriculum where we give kids an opportunity to explore the
fascinating world of Science, Technology, Engineering, Arts and Mathematics (STEAM).
- Educational Kits:
Apart from our STEAM Camp, we manufacture affordable fun-filled educational kits.
These kits inculcate in the students the passion of ‘Making’ and help them discover
different STEAM fields. At the moment we have the following educational kits: Codi-Bot,
Solar House, Soldering Kit and Brush Bots.
- Curriculum Integration & Teachers Training at Schools
This is for the schools who are interested in making their own curriculum more hands on
and want to merge technology into it. We design curriculum and educational kits that
explain the topics being taught in the school hence making learning more fun and hands
on.
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Basics of Electrical Circuits
An electric circuit is a path in which electrons from a voltage or current source
flow. Electric current flows in a closed path called an electric circuit. The point
where those electrons enter an electrical circuit is called the "source" of
electrons. The point where the electrons leave an electrical circuit is called the
"return" or "earth ground". The exit point is called the "return" because
electrons always end up at the source when they complete the path of an
electrical circuit.
Guided Activities:
- What is a Battery?
- Types of Battery
- Making simple circuits
- Function of Switch in a Circuit
- Purpose of Resistor in a Circuit
Discovery based Activities:
- Try to power up an LED with a 9V Battery
- Can we replace Resistor with Potentiometer?
- How connections are made using a Breadboard
Science
- Learn electrical concepts; current flow, resistance, voltage
- Compare open and close circuits
- Experiment with different power sources and analyze their impact on
circuitry
- Differentiate between insulators and conductors
- Understand working of a switch
Technology
- Develop circuits using resources available at home
Arts
- Design circuits using different electrical components
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Guided Activities:
- Introduction to Arduino and the programming environment (Graphical Programming)
- Connecting an external LED (light) to an Arduino Board - Blinking an LED
Discovery based Activities:
- Changing the Brightness of an LED
Science
- Differentiate different types of bulbs
- Understand working of a basic electrical circuit
- Analyze effect of programming on circuit output
ICT
- Develop a basic program using code blocks
- Attach different code blocks by Drag and Drop
- Build algorithms
Introduction to Robotics
Understanding computers and learning the basics of coding helps children
develop an appreciation of how things work. It also teaches them how
software engineers use math in order to solve problems in a logical and
creative way. Robotics is a branch of technology that deals with the making,
programming, and designing of robots. It is a combination of disciplines. In
this session, the kids will be introduced to the fascinating world of Robots
by looking at different videos and examples.
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Robotics Competition
Guided Activities:
Park your robot on the first parking location.
Park your robot on the second parking location.
In this session students will complete with each other by completing a track while
using programming/coding.
Robotics
- Understand principles of a mobile robot
- Change the speed of robot through programming
- Devise a scheme to help the robot complete the track by altering
distance values
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Making a Parachute at home
In this session students will learn how to make small parachutes at home
using the different household items easily available at home. Student will
learn the concept of gravity and air drag.
Guided Activities:
- Make parachutes.
- Test them using an egg
Science:
- Concept of gravity
- Concept of air drag
- Hands on experience of making a parachute
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Learning about 3D
Modeling
In 3D computer graphics, 3D modeling is the process of developing a
mathematical representation of any three-dimensional surface of an object
(either inanimate or living) via specialized software. In this session the kids
will get familiarized with the interface of a 3D modeling software and use
it to create a model.
Guided Activities:
- 3D modeling of basic shapes
- Learning the moves in TinkerCAD
- Camera Controls in 3D models
- Creating Holes in 3D objects
- Scale, Copy & Paste of 3D objects
Science
- Identify different measuring units and systems
Arts
- Knowledge of 3-dimensional drawing
Mathematics
- Understand geometrical shapes in a 3D environment
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Introduction to Sensors A
Students will learn about sensors and how they are useful in our daily life.
They will learn how to wire and program an ultrasonic sensor and will build
a system in which they will interface and program the LEDs with the sensor
using Arduino.
Guided Activities:
- How to interface an Ultrasonic Sensor
- How does an Ultrasonic Sensor work?
Discovery based Activities:
- Make a system which will turn on the light when the distance is low
Science
- Understand the concept of echolocation/properties of sound waves
Technology
- Comprehend how Ultrasonic sounds can be used in different
technologies
- Relate how submarines and Radars, also use similar technologies
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With the advent of smartphones and tablets, video gaming has become one of
the most popular ways for today’s kids to pass time. Instead of playing games, it
is much more productive for a child to be making games. In this session, the kids
will learn the basics of game development and will be using a software to make
a game of their own choice. Meanwhile, they will be learning multiple
programming techniques to make their games fun.
Guided Activities:
- Concept of Glide Block
- Adding a Background
- XY Coordinate System
- Concept of Loops
- If-Else Statements
- Concept of Variables
Discovery Based Activity:
- Making a Catch the Fruits Game using above concepts
Technology:
- Understand the basics of Game Development
Arts & ICT:
- Learn how animated characters are made on computers
- Understand how animation in games works
- Change sprites and add backgrounds
- Build simple algorithms
Learning about Game
Development
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Creating your Own Games
Developing games is important because it teaches new ways to think, improve
cognitive functions and motor skills. It teaches patience, analytical and objective
oriented thinking. Furthermore, by making games we can enhance our
programming and digital design skills. In this session, students will be creating
their own games on Scratch based on the concepts they have learned in the
previous sessions.
Discovery Based Activity:
- Making your own game using concepts learnt
Technology:
- Understand the basics of Game Development
Arts & ICT:
- Learn how animated characters are made on computers
- Understand how animation in games works
- Change sprites and add backgrounds
- Build algorithms and logic
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Hour of Code
ICT
- Understand program execution in a computer
- Analyze functionality of code blocks including loops and if-else
- Apply logic to solve problems
Having children learn coding at a young age prepares them for the
future. Coding helps children with communication, creativity, math,
writing, and confidence. It also helps children learn to problem-solve.
In this session, students will learn to code in one of their favorite games
called Minecraft. They will be solving game levels by applying
programming logics.
Guided Activities:
- Learn programming using your favorite characters in Minecraft
Adventurer
Discovery based Activities:
- Exploring different levels
- Competing your fellow friends
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Introduction to Machine
Learning
Machine Learning is a subdomain of Artificial Intelligence (AI). It is an idea
to learn from examples and experience, without being explicitly
programmed. Instead of writing code, user feeds data to the generic
algorithm, thus teaching the machine. Machine builds logic based on the
data given. In this session students will be training their machines to
become smart by using texts and pictures.
Guided Activities:
- Collecting examples
- Training the machine
- Loading program on ScratchX
Discovery based Activities:
- Testing the machine
- Controlling Virtual electrical appliances by using text recognition on
ScratchX
Science
- Understand the concepts of Machine Learning
- Knowledge about applications of Machine Learning i.e. Siri,
Cortana, Alexa and Google Assistant
Artificial Intelligence
- Analyze the process of Machine Learning to recognize different
texts and pictures
- Make a machine smart by programming
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https://www.linkedin.com/in/ayesha-hafeez-3a93a4121/
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