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Sea Mobiles that is a workshop as part of IDEA Camp is a program adapted from "SeaPerch". The Story of SeaPerch SeaPerch began as one project in a book entitled "How to Build an Underwater Robot," by Harry Bohm and Vickie Jensen. There were many projects in the book, and SeaPerch captured just two pages, with a parts list and instructions on how to assemble the vehicle. Years later, Professor Thomas Consi at MIT developed a curriculum around the SeaPerch as a way to grow the Ocean Engineering Program at MIT. Seeing the possibility of using SeaPerch to train teachers, MIT’s Dr. Chryss Chrystostomedes sought funding from the Office of Naval Research (ONR) and the MIT Sea Grant office and began to train teachers in the Boston area and beyond. Lowell Public Schools sent two of our teachers to this training at MIT so they could become workshop lead teachers as part of IDEA camp. SeaPerch is an innovative underwater robotics program that equips teachers and students with the resources they need to build an underwater Remotely Operated Vehicle (ROV) in an inschool or outofschool setting. Students build the ROV from mostly lowcost, easily accessible parts, following a curriculum that teaches basic engineering and science concepts with a marine engineering theme. The SeaPerch Program provides students with the opportunity to learn about robotics, engineering, science, and mathematics (STEM) while building an underwater ROV as part of a science and engineering technology curriculum. Throughout the project, students will learn engineering concepts, problem solving, teamwork, and technical applications. Building a SeaPerch ROV teaches basic skills in ship and submarine design and encourages students to explore naval architecture and marine and ocean engineering principles. Students learn important engineering and design skills and are exposed to all the exciting careers that are possible in naval architecture and naval, ocean, and marine engineering. Students learn best with handson activities. During the process of building a SeaPerch, they follow an established curriculum to completely assemble the ROV, test it, and then participate in launching their vehicles. Some of the concepts the students learn during the build include: Ship and submarine design Buoyancy/displacement Propulsion Soldering/tool safety and usage Vectors Electricity/circuits and switches Ergonomics Waterproofing Depth measurement Biological sampling Attenuation of light Moment arm, basic physics of motion Career possibilities

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Page 1: SeaMobiles$thatis$a$workshop$as$partof$IDEA$Camp$is$a ......SeaMobiles$thatis$a$workshop$as$partof$IDEA$Camp$is$a$program$ adapted&from&"SeaPerch".$ $$$ The$Story$of$SeaPerch$ $ SeaPerch$began$as$one$project$in$abook$entitled

Sea  Mobiles  that  is  a  workshop  as  part  of  IDEA  Camp  is  a  program  adapted  from  "SeaPerch".        The  Story  of  SeaPerch    SeaPerch  began  as  one  project  in  a  book  entitled  "How  to  Build  an  Underwater  Robot,"  by  Harry  Bohm  and  Vickie  Jensen.  There  were  many  projects  in  the  book,  and  SeaPerch  captured  just  two  pages,  with  a  parts  list  and  instructions  on  how  to  assemble  the  vehicle.  Years  later,  Professor  Thomas  Consi  at  MIT  developed  a  curriculum  around  the  SeaPerch  as  a  way  to  grow  the  Ocean  Engineering  Program  at  MIT.      Seeing  the  possibility  of  using  SeaPerch  to  train  teachers,  MIT’s  

Dr.  Chryss  Chrystostomedes  sought  funding  from  the  Office  of  Naval  Research  (ONR)  and  the  MIT  Sea  Grant  office  and  began  to  train  teachers  in  the  Boston  area  and  beyond.      Lowell  Public  Schools  sent  two  of  our  teachers  to  this  training  at  MIT  so  they  could  become  workshop  lead  teachers  as  part  of  IDEA  camp.    SeaPerch  is  an  innovative  underwater  robotics  program  that  equips  teachers  and  students  with  the  resources  they  need  to  build  an  underwater  Remotely  Operated  Vehicle  (ROV)  in  an  in-­‐school  or  out-­‐of-­‐school  setting.  Students  build  the  ROV  from  mostly  low-­‐cost,  easily  accessible  parts,  following  a  curriculum  that  teaches  basic  engineering  and  science  concepts  with  a  marine  engineering  theme.  The  SeaPerch  Program  provides  students  

with  the  opportunity  to  learn  about  robotics,  engineering,  science,  and  mathematics  (STEM)  while  building  an  underwater  ROV  as  part  of  a  science  and  engineering  technology  curriculum.  Throughout  the  project,  students  will  learn  engineering  concepts,  problem  solving,  teamwork,  and  technical  applications.    Building  a  SeaPerch  ROV  teaches  basic  skills  in  ship  and  submarine  design  and  encourages  students  to  explore  naval  architecture  and  marine  and  ocean  engineering  principles.  Students  learn  important  engineering  and  design  skills  and  are  exposed  to  all  the  exciting  careers  that  are  possible  in  naval  architecture  and  naval,  ocean,  and  marine  engineering.    Students  learn  best  with  hands-­‐on  activities.  During  the  process  of  building  a  SeaPerch,  they  follow  an  established  curriculum  to  completely  assemble  the  ROV,  test  it,  and  then  

participate  in  launching  their  vehicles.      Some  of  the  concepts  the  students  learn  during  the  build  include:  • Ship  and  submarine  design  • Buoyancy/displacement  • Propulsion  • Soldering/tool  safety  and  usage  • Vectors  • Electricity/circuits  and  switches  • Ergonomics  • Waterproofing  • Depth  measurement  • Biological  sampling  • Attenuation  of  light  • Moment  arm,  basic  physics  of  motion  • Career  possibilities                    

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Carnival  Contraptions:    (Lowes,  Home  depot,  local  hardware  stores)  Flashing  LED  lights,  buzzers,  floating  Mylar  balloons,  marshmallow  launchers,  spin  art  and  Styrofoam  balls  are  what  make  up  some  of  the  materials  the  students  use  during  their  week  in  Carnival  Contraptions.    The  creations  are  limited  only  by  the  imagination  and  a  keen  sense  of  what  makes  a  carnival  game  fun.    The  students  learn  about  electrical  circuits,  both  serial  and  parallel,  as  they  create  games  that  have  blinking  lights  and  warning  alarms.    The  popular  marshmallow  launcher  created  from  PVC  pipe,  bike  tire  valves  and  some  compressed  air,  allows  an  exciting  take  on  the  game  of  skill.    Using  gears,  motors  and  some  batteries,  a  spin  art  machine  allows  students  to  see  behind  the  scene  of  what  makes  up  their  favorite  activities.  

 Wire  the  Bedroom  Students  design  and  build  a  range  of  electrical  inventions  for  their  room,  including  a  security  

system,  secret  candy  safe,  spinning  party  lights  powered  by  a  homemade  electric  motor,  and  a  fortune  teller  box  -­‐  the  electrical  version  of  the  old  Magic  8  ball.      Switches  hidden  in  plain  site,  like  under  a  welcome  mat,  provide  a  fun  way  to  learn  how  circuits  work.    A  secret  candy  safe  is  

constructed  that  uses  an  electromagnet  to  open  the  door,  but  only  if  you  know  the  code.        Video  Game  Design      What  better  way  to  spend  a  week  in  the  summer  than  doing  something  you  already  love  to  do,  play  video  games.    However,  this  workshop  shows  you  how  to  develop  and  play  your  own  game.    Did  you  know  that  the  math  behind  the  scenes  of  any  video  game  is  what  makes  it  so  awesome.    Mathematics  are  the  foundation  of  every  game  and  necessary  for  everything  to  work  as  the  designers  intend.    So  when  kids  say  “why  do  I  have  to  know  this”,  we  have  the  answer.    To  name  a  few,  some  of  the  common  branches  of  math  utilized  in  game  development  include:  

• Algebra  • Trigonometry  • Calculus  • Linear  Algebra  • Discrete  Mathematics  • Applied  Mathematics  

 Got  DIRT?  Students  are  fully  immersed  in  the  local  food  experience  during  Got  Dirt!      Working  directly  in  a  

garden,  they  see  how  food  grows  from  seed  to  harvest.    They  use  what  they  harvest  to  prepared  delicious  healthy  lunches  and  snacks.    They  visit  local  grocery  stores  to  learn  about  organic  options  and  food  choices.    Throughout  the  week  they  visit  an  urban  garden  in  Lowell  where  they  get  the  chance  to  speak  with  professionals  who  work  with  food  and  the  environment  as  their  career.    The  focus  is  for  students  to  see  how  growing  food  is  possible  in  any  setting.    They  learn  how  to  make  pickles  and  cheese  from  “scratch”  and  the  science  behind  how  both  those  food  items  happen.        Students  will  create  recipes  each  day  based  on  their  experiences  during  lunches  and  snacks  and  will  share  these  with  their  family.    Lowell  Public  Schools  has  a  garden  at  each  of  its  middle  

schools  and  at  12  of  the  elementary  schools.    Students  in  Got  Dirt!  previously  designed  an  irrigation  system  for  the  Stoklosa  School  garden  and  would  like  to  provide  this  service  for  other  gardens  in  our  district.        

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 You  Code  Girl!    These  students  are  our  future  problem  solvers,  innovators  and  role  models.    This  all  girls  group  

provides  a  fantastic  opportunity  to  learn  what  coding  is,  what  coding  does  and,  more  importantly,  that  coding  is  fun.      Once  the  girls  learn  to  code  early  in  the  week,  the  skills  are  transferred  to  programing  a  Sphero    https://www.sphero.com  which  takes  coding  to  a  new  level.      As  the  website  states,  “Sphero  Edu”  provides  a  toolset  that  is  unbounded  in  its  potential  by  weaving  hardware,  software,  and  community  engagement  together.  While  coding  and  21st  century  skills  are  necessary,  our  program  also  goes  beyond  code  by  incorporating  robotics  and  technology  with  collaborative  STEAM  activities.”  nurturing    

 Robot  Missions:  Design  and  build  smart  robots  that  overcome  obstacles,  find  their  way  through  mazes,  and  

accomplish  search  and  rescue  missions.  Learn  how  to  program  robots  using  the  NXC  language,  (which  is  similar  to  C  programming).    Students  use  LEGO  MINDSTORMS  is  a  hands-­‐on,  cross-­‐curricular  STEM  solution  that  engages  students  by  providing  the  resources  to  design,  build  and  program  their  creations  while  helping  them  develop  essential  skills  such  as  creativity,  critical  thinking,  collaboration,  and  communication.        

 Crime  Science:  The  science  of  forensics  is  fascinating  and  in  this  workshop  we  capture  real  science  while  solving  crimes.      Students  participate  in  a  variety  of  vignettes  to  learn  about  a  variety  of  strategies  that  are  used  to  solve  the  unknown.    Activities  include  fingerprint  classification,  blood  type  analysis,  chromatography,  plaster  shoe  print  capturing,  DNA  extractions,  pH  testing  of  unknown  powders  and  bone  identification.    At  the  conclusion  of  the  week  long  program,  students  find  a  crime  has  been  committed  in  their  work  area.    Using  their  newly  acquired  

expertise  in  forensics,  they  process  the  evidence  left  behind  to  find  the  culprit  who  seems  to  have  stolen  a  very  expensive  phone!      Sample  vignettes:    Who  Owns  Those  Bones?  Students  become  forensic  detectives  in  a  local  missing  persons  case.  They  uncover  a  sample  of  bones  (skull,  arm  bone,  and  leg  

bone)  that  were  recently  unearthed  from  a  field  near  the  school.  After  examining  and  identifying  the  bones,  students  use  skeletal  characteristics  to  determine  as  much  information  as  possible  about  the  person—including  race,  gender,  and  height.      Bird  Brains!  A  beloved  bird  goes  missing!  All  that  is  left  behind  in  the  empty  cage  is  a  hand  written  note  apparently  written  in  black  maker  that  says  “I  have  what  you  want,  come  find  me”.    Using  a  variety  of  solutions  and  different  makers,  students  discover  that  there  is  more  to  black  ink  than  what  appears  on  paper.    Suspects:  Could  it  be  Tim,  the  paper  delivering  boy,  who  owes  some  money  to  neighbors  for  broken  windows,  or  Sandra,  the  girl  next  door,  who  is  not  only  the  vice  president,  but  is  also  ranked  number  two  in  her  class.  She  was  number  one  until  this  year  but  her  finals  did  not  go  well.    Could  it  be  Emily,  the  housekeeper  who  wonders  how  anyone  could  keep  a  bird  in  the  house?    Emily  knows  birds  should  fly  free.  

       

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 Architect  Studio:      Design  and  build  a  model  of  your  dream  home!  Students  analyze  different  styles  of  houses,  from  colonials  and  

capes  to  contemporaries  and  ranches.  They  compare  windows,  doors,  and  roof  styles  determining  which  architectural  style  is  best  suit  for  the  environment  in  which  the  house  is  geographically  located.  Taking  into  consideration  dimensions  furniture  and  appliances,  students  have  to  accurately  plan  the  size  and  shape  of  each  room.  Some  students  design  lavish  mansions,  while  others  design  more  humble  abodes.  Upon  completing  their  blueprints,  students  then  use  foam  board  to  build  a  3-­‐D  model  of  their  design.  Finally,  the  architects  calculate  the  square  footage  of  their  design  and  use  it  to  determine  the  current  market  value  of  their  home  in  the  location  of  their  choice.      

 Flight  School:        All  things  aeronautic!  Our  future  pilots  learn  the  principles  of  flight  by  learning  about  drag  and  lift  and  analyzing  the  camber  on  jet  wings.  Students  first  make  the  classic  elementary  school  paper  airplane  and  test  fly  their  model.  Then  students  make  adjustments  to  their  paper  airplane  to  see  how  they  affect  the  flight.  Next  students  

are  introduced  to  various  models  of  paper  airplanes  where  they  analyze  and  discuss  the  pros  and  cons  of  each  design.  They  then  choose  a  design,  fold  it,  and  see  whose  plane  flies  the  furthest.    Applying  what  they  have  learned  from  designing  paper  airplanes,  students  then  build  a  White  Wing  Flyer,  a  paper  airplane  kit  made  from  stock  board.  Students  carefully  cut  and  glue  together  the  plane  from  the  kit.  Once  the  glue  has  dried  and  they  have  put  camber  in  their  wings,  students  go  outside  and  launch  the  planes  with  rubber  bands.  We  time  each  flight  to  see  whose  build  stays  aloft  the  longest.    Next  students  have  a  blast  building  air  pressure  rockets  out  of  1  liter  plastic  

bottles.  By  experimenting  with  nose  cones,  the  number  of  fins,  and  fin  placement,  students  test  their  ability  to  launch  their  rocket  the  highest!    What  do  you  get  when  you  cross  Mylar  balloons  with  small  motors  and  metal  washers?  .  .  .  Blimps!  Students  attach  small  motors  to  a  Popsicle  stick  frame,  along  with  metal  washers  to  get  just  the  right  buoyancy  to  fly  their  blimp  around  the  room.    Back  to  airplanes!  Using  balsa  wood  and  tracing  paper,  students  build  a  rubber  band  propelled  airplane.  While  this  model  comes  in  a  kit,  the  fine  touches  by  the  builder  are  what  make  these  planes  fly  best.  Allowing  students  to  develop  their  fine  motor  skills  and  eye  for  details,  this  project  is  saved  for  the  end  of  the  week.    Take  flight  with  a  hot  air  balloon!  Using  tissue  paper  and  good  old  fashioned  glue,  students  design  and  construct  a  hot  air  balloon.  But  before  students  are  allowed  to  build  their  balloon,  they  must  first  calculate  the  dimensions  of  their  design  and  determine  if  there  is  enough  volume  to  create  lift.