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WINTER BREAK - STEM UNIVERSITY CAMPS

DAILY REGISTRATIONS

WINTER BREAK CAMPS

STEM UNIVERSITY

Ages 7 - 12

No prior experience necessary 

Mornings: 9 AM - 12 PM

Afternoons: 1PM - 4PM

Dates: November 19 - November 23

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Some of the topics covered in this class are coding, cell phone app design for iOS and Android, electronics, 3d modeling, 3dprinting, Intro to Microsoft Office Software including Word, Powerpoint and Excel, Webdesign, Animation, Robotics, 2D Game Design, Physics of Flight ( intro to Aeronautics), typing, and more.

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Class Fee: $50 per day 

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Daily Registration Form

Please Note -  No Class on the Following Holidays : 

  • December 25th 

  • January 1st

Interested in a Full Day STEM Camp? 

For full day camps (from 9 AM to 4 PM) students must be registered for both (Morning & Afternoon) sessions.

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  • PVNet provides an eating area inside the premises for students to have lunch from 12 pm - 1 pm.

  • Students must bring their own lunch.

  • If parent/guardian have given permission (on the registration form) to go offsite without an instructor or parent/guardian supervision, the student will be allowed to leave the premises to purchase/ eat lunch. 

This comprehensive class will introduce students to exciting new emerging technologies through award-winning, kid-friendly platforms.

 

•    Scratch 2.5 by MIT: Design, build, and program remote-control applications from scratch! 

 

•    Ozobots:  Voted the best educational tool of 2015, Ozobots introduce kids to robotics & programming in a fun and interactive way. 

 

•    MBots by MakeBlock:  An entry level STEM educational robot kit based on the Scratch 2.0 and Arduino IDE.

 

•    Littlebits: a platform of easy-to-use electronic building blocks for creating inventions large and small. Using magnetic bits, students will snap their ideas to life. Littlebits is also dedicated to successfully bridging the gender gap with its gender-neutral platform, inspiring young girls and young boys to unleash their creativity and embrace STEAM (Science, Technology, Art and Mathematics) through the invention cycle.
 

•    Autodesk Maya: 3d Modeling, Rigging and Animation. Create 3D objects and environments & populate it with original characters of your own design. Your imagination made real.

 

•    MinecraftEdu: a version of Minecraft designed by teachers for classroom use.  Control tiny robotic characters that can do most of the things players can via a tile based visual editor.  this provides a low threshold entry point to start programming.

 

•    Webdesign: what is HTML anyways?  an introduction to creating content using an online publishing tool and the powerful yet friendly layout language of HTML.

 

•    3D Printing: draw an infinite variety of shapes and items, on both the 2D plane and within 3D free space using 3D printing pens. A 3d pen is a great tool for anyone interested in 3D modeling. The pens allow students to illustrate – in 3D – concepts in math, history, art, design, and chemistry, giving them a tangible means to explore complex ideas.

 

•    3D Modeling: learn about various techniques for use in modeling in 3D.  
 

•    Cell Phone Apps Design: A friendly foray into Mobile App Development via the MIT App Inventor and Thunkable platforms. For Android and iOS.

 

•    2D Game Design: LÖVE is an *awesome* framework you can use to make 2D games in Lua.  Students that have completed the MinecraftEDU module successfully will apply the skills they learned from programming turtles towards the challenge of developing a computer game!

 

•    Things That Fly:  An introduction to the physics of flight via the construction of Paper Planes, Walk-Along Gliders, Tumble Wing Gliders and Ground Effect Gliders.  Concepts include Newton's Laws of Motion, Center of Mass, Aero Dynamic Forces, the Bernoulli Effect, etc.  A good introduction to engineering; FLYING engineering.

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•    Animation:  Learn about various techniques for use in modeling in 3D, texturing, materials, topology, high and low poly modeling, lighting, animation of both organic and mechanical meshes, as well as setting up small animated scenes or sequences.

 

•    and Much More:  We are constantly working to add new content relevant and useful to little geniuses.  Let's help them tackle the world with a leg up on the future.

 

Learning Outcomes:

•    Exposure to age-appropriate platforms utilizing emerging technologies.

•    Familiarity with emerging technologies and their real-world applications.

•    Understanding of basic design and programming fundamentals.

•    Critical thinking and problem solving with hands-on activities. 

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