Science Enhancement Opportunities
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Eureka! (EUR)

Daily Activities
(Order of activities may vary)

Rock, Paper, Scissors – Day 1
Inventing means curiosity! Leonardo da Vinci developed scientific observations that he recorded in his notebooks over the course of his lifetime.  Children will bring home some of da Vinci’s designs and devices at the end of the day. 

Whiz Kids- Day 2
Inventing means practicality! Inventors Alexander Graham Bell, Thomas Edison, and Nikola Tesla battled over electrical inventions of their era as patents became popular in the late 1800s.  Children will form circuits to recreate Tesla’s 1893 World fair atmosphere, and learn that anyone can be an inventor!  Students will prepare a patent proposal and receive a patent certificate at the end of the camp day. 

Shipwrecked – Day 3
Inventing means necessity! Archimedes and Benjamin Franklin both realized the necessity for certain devices in their society, and set out to invent them.  Children will be put on a “deserted island” where they will work together to find ways to survive, and eventually design a boat to escape.

Think Fast - Day 4
Inventing means cooperation! Inventors Orville and Wilbur Wright worked together to improve bicycles, sleds, and even create the first self-controlled motorized flying machine.  Children will experiment with all types of planes, build rockets, and come home with more airplanes for further test flights.

Science Fiction – Day 5
Inventing means dreaming! Jules Verne and Isaac Asimov developed the reality of their current technology into future possibilities.  They wrote about things that would be available in the future.  Students will develop their own inventions of the future and learn all about lasers while building their own light sticks.