Smithsonian Associates 2018 Summer Camp brochure

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SMITHSONIAN SUMMER CAMP JUNE 18–AUGUST 17 GRADES K-9

2018

NINE GREAT WEEKS OF CAMP! Summer Camp registration begins on Thurs., Feb. 15, starting at 9 a.m. (online and phone).

Discover it all at the Smithsonian! There’s no more exciting place to be than Smithsonian Summer Camp, now in its 49th year, where all kinds of dreams can come true. Where else can campers blast into space or take center stage, create a masterpiece or invent a fantasy world, or relive history or learn to shape the future of the planet? The rich and exciting world of the Smithsonian is all theirs to discover in these one-of-a-kind learning experiences that spark the imagination—and offer plenty of great fun.

Set up your online account in advance at smithsonianassociates.org/camp Donors to Smithsonian Associates at the $300 level or higher are eligible for priority registration on Tues., Feb. 13.

Contact Customer Service at 202-633-3030.

smithsonianassociates.org/camp

NEW THIS YEAR! Youth Teaching Assistant BOOT CAMP (details on page 4) Learn the skills needed to become an outstanding future YTA! Students entering grade 9 in the fall of 2018 or who are 14 years old are eligible to participate.

1100 Jefferson Dr, SW Washington, DC 20560


GENERAL INFORMATION The Basics

Grade Levels

• Camps run Monday, June 18 through Friday, August 17. Camps run four days the week of July 2–6; there is no session Wednesday, July 4. • Each day begins at 9:30 a.m. (with drop-off starting at 9 a.m.) and ends at 4:30 p.m. Before-Camp (8–9 a.m.) and After-Camp (4:30–6 p.m.) options are also available.

Each session carries a grade level, and is appropriate only for campers entering those designated grades in fall 2018. Grade requirements are set by instructors, who plan camp content around the developmental, academic, and physical considerations of children in a specific age range. It is important that all participants attend a camp for their grade level in order to get the most out of the experience. Camps are not appropriate for children under 5; all campers must be toilet trained.

• Sessions are offered for children entering kindergarten through 9th grade in fall 2018; no children under the age of 5 are accepted.

Camp Communications

• Camps range in size from 16 to 21 children, with a camper-toinstructor ratio of 4:1.

PLEASE NOTE: A parent pack will be emailed two weeks prior to the first day of camp. Your preferred email address and domestic (US) phone number is required in the registration process. If you do not receive this pack two weeks before your camp, please call 202-633-2267, or email TSAcamp@si.edu. The pack will include:

• Most camp sessions are one-week long (Monday–Friday); campers may register for one or more sessions throughout the summer. • Campers provide their own transportation to the National Mall. The supervised drop-off and pick-up location is the entrance of the S. Dillon Ripley Center, 1100 Jefferson Dr., SW, next to the Smithsonian Castle. A designated adult is required to sign each camper in and out daily. • Sessions include a supervised brown-bag lunch hour. • If your child requires special accommodation, please call 202–633–3030 or email tsacamp@si.edu prior to registration. • Camp programming is subject to change.

Camps for Kindergarteners and First-Graders Smithsonian Summer Camp offers a weekly program specifically designed to meet the developmental needs of kindergarten students. Each camp is structured for children ages 5 to 6 who are entering kindergarten or first grade in fall 2018. Mornings include an outing to a Smithsonian museum or garden, followed by an afternoon of projects, a relaxing story time, or a song session. Campers must have experience attending a program in an educational setting. Look for this symbol K+

• Camp culture guidelines • Letter from the camp instructors outlining the week • Pick-up card that is required for anyone who picks up your camper • Loading/unloading parking pass for your car (not guaranteed to stop parking tickets) • Wacky Wednesday theme of the week

Camper Conduct We expect all campers to demonstrate "museum manners" while at camp and visiting the Smithsonian's museums. Museum manners include acting with respect toward others, being careful of the exhibits, and following instructions from instructors and YTAs. In your parent pack, you will receive a Camp Culture guideline document. Please review this with your child in the weeks leading up to their camp session.

What To Bring Campers should come to camp with the following: • Good shoes for walking (no flip-flops, please!) • Clothes appropriate for the weather, playing outside, and doing crafts • Brown bag lunch, two additional snacks, and a drink

Two-Week Intensive Camps

• Water bottle

Customize your older camper’s summer Intensive two-week sessions for students in grades 4 to 9 focus on major areas of investigation at the Smithsonian. They’re designed for campers who have an interest in history, art and drama, 3D technologies, and digital arts and are ready to delve deeper into these subjects. Look for the special descriptions of these sessions in the camp listings.

PLEASE NOTE:

This year, you can further customize your child’s camp experience by registering them for a single week of some designated two-week camps. While these camps are offered in two parts, it’s possible for campers to attend only the first or second week. Other camps require a full two-week commitment due to the nature of the programs and activities.

• Use of electronic devices is not allowed in the classrooms, although they may be used during lunch and before/after care with the permission of a YTA or staff.

smithsonianassociates.org/camp

202-633-3030

• All items brought to camp should be labeled with your child’s name. Please check lost and found on Friday afternoon. • Parents/guardians are responsible for applying the first layer of sunscreen prior to morning drop-off. Smithsonian Summer Camp staff do not provide or apply sunscreen.

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GENERAL INFORMATION Special Days

Before-Camp

Wacky Wednesdays Every Wednesday, we offer special lunchtime activities related to a weekly theme. Campers, instructors, and staff are encouraged to dress up. This is not a mandatory activity, but fun for everyone.

Friday Show and Share Families and friends are welcome to attend the Open House Fridays to view your child's art work, projects, or performance. You will receive a notice with details from the classroom instructor.

Manage Your Online Profile View and edit your child’s medical information, print Flexible Spending Account receipts, and handle other administrative tasks easily online. Log into an existing account or create a new one at smithsonianassociates.org/camp.

Field Trips Camps take field trips almost every day to visit various museums, historic sites, monuments, and the National Zoo. Campers will either walk, take a Smithsonian bus, or Metro to these locations. Trip costs are included in camp registration. Most field trips will be covered in the e-mail letter from the instructor sent two weeks before the camp session begins. If it gets too hot during the day (Code Orange/Red), campers stay inside for lunch and may not take the planned museum trips.

Camp T-Shirts A Smithsonian Summer Camp T-shirt is included in the registration fee. Campers can sport their shirts proudly and stand out from the crowd on their field trips around the National Mall. Campers receive one shirt at check-in on their first day of camp, regardless of the number of sessions or weeks enrolled. Available sizes range from youth S to adult XL. Be sure to include the correct T-shirt size when you register; campers will be given only the recorded size.

Drop off campers early to enjoy supervised play, crafts, games, and a light snack. Before-Camp runs from 8 to 9 a.m. at the S. Dillon Ripley Center. Campers are brought to their respective camps by staff. Campers are welcome to bring their own breakfast. Before-Camp is only for children registered for Smithsonian camps. Parents must bring campers to the assigned Before-Camp room to sign in daily. Participants register for one-week sessions; no drop-ins permitted. Space is limited. CODE: CODE: CODE: CODE: CODE: CODE: CODE: CODE: CODE:

3A0-901 (June 18–22) 3A0-902 (June 25–29) 3A0-903 (July 2–6) Four-day camp* 3A0-904 (July 9–13) 3A0-905 (July 16–20) 3A0-906 (July 23–27) 3A0-907 (July 30–Aug. 3) 3A0-908 (Aug. 6–10) 3A0-909 (Aug. 13–17)

Fee: $60 per week per camper *Fee: $48 per week per camper

After-Camp Following a day at camp, participants enjoy supervised activities, along with outside playtime (weather permitting). The After-Camp program runs from 4:30 to 6 p.m. at the S. Dillon Ripley Center. A snack is provided. Parents must sign out their campers daily. Participants register for one-week sessions; no drop-ins permitted. Space is limited. CODE: CODE: CODE: CODE: CODE: CODE: CODE: CODE: CODE:

3A0-911 3A0-912 3A0-913 3A0-914 3A0-915 3A0-916 3A0-917 3A0-918 3A0-919

(June 18–22) (June 25–29) (July 2–6) Four-day camp* (July 9–13) (July 16–20) (July 23–27) (July 30–Aug. 3) (Aug. 6–10) (Aug. 13–17)

Fee: $90 per week per camper *Fee: $72 per week per camper

Two informational sessions for parents of both new and returning campers are offered on Tues., May 8. For times and location, visit smithsonianassociates.org/camp and select the For Parents tab.

Combination Purchase Save $20 when you enroll your child in both Before- and After-Camp activities during the same week. CODE: 3A0-921 (June 18–22) CODE: 3A0-922 (June 25–29) CODE: 3A0-923 (July 2–6) Four-day camp* CODE: 3A0-924 (July 9–13) CODE: 3A0-925 (July 16–20) CODE: 3A0-926 (July 23–27) CODE: 3A0-927 (July 30–Aug. 3) CODE: 3A0-928 (Aug. 6–10) CODE: 3A0-929 (Aug. 13–17) Fee: $130 per week per camper *Fee: $100 per week per camper

smithsonianassociates.org/camp

202-633-3030

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CAMP REGISTRATION Camp Prices

Register ONLINE

For all full-week camps $395 Smithsonian Associates Members $460 Nonmembers

Online registration begins at 9 a.m. on Thursday, February 15 at smithsonianassociates.org/camp It is advised that you set up your online account in advance. Click on the My Account tab on the website to create an account or sign in to update your profile.

Week of July 2–6 (Four-day camp) $316 Smithsonian Associates Members $368 Nonmembers

Registration traffic is busiest between 9 and 10 a.m. To expedite the registration process and to ensure you pay the correct rate, please verify your log-on information and membership status prior to registration day.

Early Registration Become a donor to Smithsonian Associates at the Contributor level ($300) or higher and be eligible for early registration. Donors can register beginning at 9 a.m. Tuesday, February 13 by calling 202-633-3030. For more information about becoming a donor, go to smithsonianassociates.org and select the Join & Renew tab; you can also speak with a donor services representative at 202-6333030 (M–F, 9–5).

Register by PHONE Phone registration begins at 9 a.m. on Thursday, February 15. To speak with a representative, please call 202-633-3030 and choose option 1. All phone registrations are subject to a $3 processing fee.

Register in PERSON You may also register in person at Smithsonian Associates’ offices in the S. Dillon Ripley Center, 1100 Jefferson Dr., SW, Suite 3077, beginning at 9 a.m. on Thursday, February 15. Please note that camps sell out quickly.

When you receive your e-mail confirmation, please make sure that all the information about your child has been recorded accurately. Please print and save your e-mail confirmation, as no ticket will be mailed. If you do not receive an e-mail confirmation, please notify registration staff at 202-633-3030 and choose option 1 to confirm that you have reserved a place in the camp. IMPORTANT: If your payment cannot be immediately processed, keep the items in your cart and remain active on the site until your order goes through.

Refund Policy A 75% refund will be issued if notification is received by the Smithsonian Associates’ registration office by phone, fax, or mail at least four weeks before the start of the camp(s) for which your child is registered. No refunds or changes will be made after that time. Camps are nontransferable.

For more detailed information about camp policies, visit smithsonianassociates.org/camp and select the For Parents or FAQ tab. Required Forms at Registration Medical information, photo permissions, and pick-up and drop-off contacts must be supplied at the time of online or phone registration. When registering, please be prepared to provide the following information for each camper:

• Medical Form

• Pick–Up and Photo Release

• Two emergency contacts with local U.S. phone numbers • Insurance company name, phone number, policy number, and policyholder’s name • Allergies and/or dietary restrictions • Medical problems or special needs • Permission for treatment authorization and liability release

• Permission that your child may be photographed during camp activities by official Smithsonian photographers Your registration will not be complete without this

• Medication Form (if the camper will be self-administering medication )

• Permission for self-medication, monitored by camp stafff • Medication name, reason for medicine, dosage, notes

smithsonianassociates.org/camp

• Names and phone numbers of adults designated to pick up your child from camp (with written permission, adult supervision may be waived for campers 13 years or older to travel home on their own. Forms are filled out the first day of camp.)

202-633-3030

information. Please visit and use the Forms tab at smithsonianassociates.org/camp to set up an account and supply the needed information prior to registration.

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Youth Teaching Assistant (YTA) PROGRAM NEW: YTA Boot Camp (14 years of age) July 9—13, 9:30 a.m. to 4:30 p.m. Learn the skills needed to become an outstanding future Youth Teaching Assistant (YTA) in a one-week intensive training program guided by Smithsonian instructors and the camp program manager. Participants learn how to successfully work with young campers, build a toolkit of games and activities, practice navigating busy Smithsonian museums with groups, and gather other practical tips to help campers get the most out of their experience. Students entering grade 9 in the fall of 2018 or who are 14 years old are eligible to participate. Completing the Boot Camp offers applicants a priority for YTA selection the following summer. CODE: 3A0-YTA; Price: $100

YTA Program (15-19 years of age) The YTA program gives students age 15 and older the opportunity to become an important part of the Smithsonian Summer Camp experience, make friends, and earn required volunteer hours by becoming a Youth Teaching Assistant. Visit smithsonianassociates.org/camp and select the YTA tab for further information and to submit an application. Applications are due March 1 and selected volunteers will be notified by March 23, 2018.

Camps range in size from 16–21 children with 2 instructors in each camp.

For further information about our YTA program, visit smithsonianassociates.org/camp and select the YTA tab

Week 1

JUNE 18–22

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Mammal Mania

Bees, Bugs, and Butterflies K+

Blast Off!

Grades K

Grades K–1

Grades 1–2

Take an adventure-filled journey through the fascinating world of bugs. As they create environments, play games, hear stories, and visit the U.S. Botanic Garden, National Zoo, and the Natural History Museum’s insect zoo, campers gain a deeper appreciation for creepy critters such as bees, butterflies, spiders, and more.

Campers, pack your space suit and get ready to blast off into outer space! Lead the life of an astronaut for a week and plan your own space journey by learning about a different planet each day. Campers make their own space suits and planetary mobiles, enjoy space ice cream, and take a trip to the Air and Space Museum. A concluding presentation captures their adventures and explorations.

What do bats, tigers, horses, and pandas have in common? They’re all mammals. Campers investigate the world of mammals to discover they’re great communicators, have super senses, and even make unusual friends. Visits to the National Zoo and the Natural History, American Indian, and African Art museums, in addition to games, crafts, and storytelling inspire campers to create their own animal kingdom.

Code: 3A0-802

Code: 3A0-803

Code: 3A0-801

K+

Two informational sessions for parents of both new and returning campers are offered on Tues., May 8. For times and location, visit smithsonianassociates.org/camp and select the For Parents tab. smithsonianassociates.org/camp

202-633-3030

Week 1 Camps Continued on page 5

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Week 1

JUNE 18–22

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Week 1 Camps Continued from page 4

Walk Like an Egyptian Grades 2–3 Travel back in time to discover the civilization of ancient Egypt. After exploring exhibits at the Natural History Museum and the Freer and Sackler Galleries, campers learn about the pyramids, the secrets of the pharaohs, hieroglyphics, mummies, deities, the Rosetta Stone, and more fascinating aspects of Egyptian history. During the week, they create their own ancient world, then invite family and friends to experience it on Friday. Code: 3A0-804

Mastering the Masters Grades 2–4

Anime

Stop-Motion Museums

Grades 3–5

Grades 5–7

Once almost completely unknown to the world outside Japan, manga (Japanese comics) and anime (Japanese animation) have become a global phenomenon. Campers trace the origins of manga drawing and anime films through the Freer and Sackler collections of Japanese art. They draw and develop their own characters and discover the tricks to creating and applying the illusion of threedimensionality to their works.

Discover the history of stop-motion and why the intricate art form is making its way back into popular culture through movies like The Boxtrolls and Shaun the Sheep. Campers visit the Portrait Gallery and American Art and American History museums for inspiration as they learn how to bring inanimate objects to life through stopmotion animation. On Friday, campers premiere their own films.

Code: 3A0-807

Code: 3A0-810

Hogwarts at the Smithsonian

Mystery Theatre

Grades 4–6

Grades 6–9

Accio wisdom! Inspired by the Harry Potter series, campers visit Smithsonian museums to learn about the history, mythology, and science behind J.K. Rowling’s beloved books. They study the chemistry of potions, explore medicinal plants, and learn about creatures from mythology, all in the shadow of the Smithsonian Castle. On “graduation” day, campers share illustrated notebooks of what they’ve learned, and play for the Quiddich Cup.

Was it Ms. White in the Castle with the candlestick? Or Mr. Green in the Sackler with the knife? Young actors play improvisational games and learn playwriting techniques to create their own Smithsonian-inspired murder-mystery drama. With all the spies, lies, and intrigue, will you be able to figure out the culprit? Friends and family are invited to attend the play’s premiere on Friday.

Ever look at a piece of art in a museum and wonder what went into its creation? Campers get the answers on visits to the National Gallery of Art, African Art Museum, and the Hirshhorn. As they view works by the great masters, they learn about their inspirations and methods. Then campers head back to the studio and use their imaginations to create many different types of art influenced by what they’ve seen. At the end of the week, they proudly display their own masterpieces in the spirit of Matisse, Kandinsky, and Picasso.

History Discovered: The Civil Rights Era

Code: 3A0-805

Grades 4–6

Butterfly Life Grades 3–4 The Natural History Museum’s butterfly pavilion and the pollinarium at the National Zoo are the perfect locations to learn all about the winged and wonderful butterfly, including topics such as its life cycle, migration journey, and role in pollination. Campers participate in daily movement and dance explorations, create butterfly-themed art projects, and use their newfound knowledge to create a short performance. Code: 3A0-806

Code: 3A0-811

Code: 3A0-808

Throughout our national history, Americans have been brought together by words, actions, music, and art to build movements that bring about social change. Campers explore the rich and complex history of the Civil Rights movement as they discover the cultural expressions and political activism rooted in this pivotal era. They examine artifacts in the collection of the African American History and Culture Museum and visit exhibits at the American History Museum, including the actual Woolworth’s lunch counter from Greensboro, North Carolina, that was the site of a 1960 sit-in. They learn songs and create works sparked by their study of the people and events of period, and inspired and empowered by their new knowledge, present a Friday performance for family and friends.

Soldiers and Dioramas: The Battle of Gettysburg Grades 6–9 Campers enjoy using miniature soldiers, wargames, reference books, documentaries, and field trips to learn about this pivotal battle of the American Civil War. To stimulate ideas for building their dioramas, they use a detailed model of the Gettysburg battlefield and trips to the National Archives and American History Museum. Campers receive 1⁄72 scale plastic soldiers that they can trade with one another and paint, and make a terrain board for display or wargaming with their figures. Code: 3A0-812

Code: 3A0-809

For more detailed information about camp policies, visit smithsonianassociates.org/camp and select the For Parents or FAQ tab. smithsonianassociates.org/camp

202-633-3030

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Week 2 JUNE 25–29

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Smithsonian Seuss Safari K+

Gross Me Out!

Paperology

Grades K

Grades 2–3

Grades 4–6

Campers explore hidden treasures of the Smithsonian—with a twist. Their adventure begins with a different Seuss book each day followed by museum visits that make the book come alive. Excursions include a visit to the transportation exhibit at the American History Museum after reading Green Eggs and Ham, and of course, If I Built a Zoo is followed by a trip to the National Zoo. Campers bring back ideas from their visits to create their own Seuss-inspired world, and welcome guests into it during a Friday presentation.

Are you intrigued by the nasty, icky, and disgusting parts of nature? Spend the week uncovering the science behind snot, the bacteria that live in our belly buttons, and gross creatures inside and outside our bodies. Campers conduct experiments to grow their own fungi, use Jell-O to model how flies vomit to eat food, concoct slimy “gack,” and explore the human digestive process. Bones and bodies at the Natural History Museum, insect-eating and poisonous plants at the U.S. Botanic Garden, and artworks made of some very unusual materials spark campers’ curiosity and inspire their experiments and creations. Campers share their own “Grossology” exhibit at the end of the week.

Imagine all the things you can create or design with paper! Visits to the U.S. Botanic Garden, the Hirshhorn, and Cooper Hewitt (virtually) provide inspiration for campers to experience the creative versatility of paper and cardboard. In individual and collaborative work, they explore 2D and 3D projects, papier-mâché, papermaking, and crafting wearables—and show off their projects in an exhibit.

Code: 3A0-813

Smithsonian Sounds K+

Code: 3A0-816

Grades K–1 From paintings to historic instruments, sheet music to recordings of animal sounds, the Smithsonian reflects a wealth of musical and sound expressions. By using the extensive collections of the American History Museum and other museums, campers explore the world of music, the wide range of sounds it encompasses, and its connection to everyday life. They apply their discoveries as they use a variety of media to create their own musical landscapes. Code: 3A0-814

Collection Creations Grades 1–3 The Smithsonian is home to some 137 million objects, artworks, and specimens—and that number is climbing all the time. Ruby slippers, shrunken heads, dinosaur poop, astronaut’s boots, vintage advertisements, tribal textiles, and presidential garb are just a few things you’ll find among the vast array. Campers explore the Smithsonian and its unique collections, and have a chance to see some of the more obscure items on display. Inspired, campers create their own version of a Smithsonian collection, and viewers are welcomed to its grand unveiling on Friday. Who knows what treasures it will hold. Code: 3A0-815

smithsonianassociates.org/camp

Music of Note Grades 3–5 From African drumbeats to the music of Motown to today’s pop superstars, the evolution of African American music has influenced the sound of what we love to listen to today. Through in-depth visits to the African American History and Culture Museum, campers connect the songs they hear with the historical and cultural changes that influenced popular music, and view artifacts closely tied to legendary African American performing artists. They experience singing many styles of African American music, including channeling the onstage sprits of the Supremes, Michael Jackson, and Beyoncé. At the end of the week, family and friends are invited to a soulful final performance. Code: 3A0-817

Code: 3A0-818

Hogwarts at the Smithsonian: OWLs Grades 4–6 Building on the Hogwarts at the Smithsonian camp in week 1, Owl campers delve deeper into the mythology, history, and science behind the Harry Potter books and films. Through art projects, science experiments, and visits to the Portrait Gallery and National Zoo they expand their magical studies and powers. The week culminates in their own version of the Triwizard Tournament— for those who dare. Code: 3A0-819

Worldwide Comics Grades 4–6 Using art collections from many Smithsonian galleries, campers discover the range of illustrative and comic styles across cultures and time periods. They learn how to identify what they like in art, and discover storytelling and art-making techniques such as character design. Using reallife references and world building, they spend the week designing and drawing their own comics. Code: 3A0-820

Two informational sessions for parents of both new and returning campers are offered on Tues., May 8. For times and location, visit smithsonianassociates.org/camp and select the For Parents tab.

202-633-3030

Week 2 Camps Continue on page 7

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Week 2 JUNE 25–29

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Week 2 Camps Continued from page 6

The Battle on the Ice Grades 6–8

TV Smithsonian Grades 5–7 Be the producer, writer, director, and star of your own short film. Campers work with video equipment and computers to create an original television-style documentary inspired by the Smithsonian. They pick their topic, research it in the Smithsonian collections, and then storyboard and create their own films. Campers work on both sides of the camera to learn the basics of narrative structure and video production, as well as how to create on-camera and computergenerated special effects. On Friday afternoon, family and friends are invited to the world premieres.

In the 1242 Battle of Lake Peipus, also called the Battle on the Ice, the defeat of the Teutonic knights by Prince Alexander Nevsky marked the end of the Baltic Crusades, which attempted to assert Catholic dominion over the still-pagan or Orthodox Eastern Europe. Campers immerse themselves in the history of the Baltic Crusades through role-playing, games, and creating a medieval battle diorama with miniature handpainted soldiers. A trip the Walters Art Museum’s medieval European collection sparks their imaginations and creativity. Code: 3A0-822

Soldiers and Dioramas: Philadelphia Battles, 1777 Grades 6–9 Campers enjoy using miniature soldiers, wargames, reference books, documentaries, and field trips to the National Archives and American History Museum to learn about the battles at Brandywine and Germantown during the American War of Independence. Campers use Al Gaspar’s detailed representations of both locations to learning about the battles and stimulate ideas for building their own dioramas. Campers receive 1⁄ 72 scale plastic soldiers that they can trade with one another and paint, and make a terrain board for display or wargaming with their figures. Code: 3A0-823

Code: 3A0-821

Two-week intensive camp Weeks 2+3

June 25–29 and July 2–6 (no camp July 4)

Couch-Potato History Grades 6–9 Who doesn’t like to watch TV during the summer? Now campers can do that—as they also discover American cultural history through the lens of classic television programs. They view shows from different eras —such as Happy Days, M*A*S*H, and Leave It to Beaver—and learn how they reflect their periods’ events and social trends to create a richer understanding of our national past through pop culture. Visits to the American History and African American Culture and History museums enhance the stories, and help inspire the sitcom campers create for a Friday presentation. Code: 3A0-001; Members $711; Nonmembers $828

Manage Your Online Profile—View and edit your child’s medical information, print Flexible Spending Account receipts, and handle other administrative tasks easily online. Log into an existing account or create a new one at smithsonianassociates.org/camp.

smithsonianassociates.org/camp

202-633-3030

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Week 3 JULY 2–6

(no camp July 4)

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $316; Nonmembers $368

The Original Selfie

Discover Folklife

Grades K

Grades 2–4

Grades 3–5

With the Fourth of July around the corner, it’s the perfect time for young campers to learn about the history of our nation’s beginning. They view the original Star-Spangled Banner and explore exhibits in the American History Museum, as well as visit some the Mall’s famous monuments. Campers learn to sing the national anthem and traditional patriotic songs, and make their own flags, noisemakers, pinwheels, and fireworks-inspired art. At the end of the week, they share their projects with families and friends.

The idea of selfies isn’t new: Artists have been creating self-portraits for hundreds of years. Campers explore their sense of self through visits to museums on the National Mall and the Portrait Gallery. They create several types of selfportraiture, using everything from paint and drawing methods to photography and digital photo-transfer techniques. The week ends with an exhibit of their work for families and friends.

Every summer the Smithsonian Folklife Festival offers the chance to meet people from communities from around the world who present their music, dance, crafts, foodways, storytelling, and other living traditions. This year, campers get to engage with the cultural heritage of Catalonia through fashion, feasts, and other festivities. Visits to museums and the festival, storytelling, and hands-on activities, spark campers to create their own take on a folklife festival inspired by their week of discovery and their own cultures.

Code: 3A0-825

Whirligigs and Wild Wheels

Code: 3A0-830

Discover Folklife K+

Grades 3–5

Soldiers and Dioramas: Ninjas, 16th Century

Star-Spangled Summer

K+

Grades K–1 Every summer the Smithsonian Folklife Festival offers the chance to meet people from communities from around the world who present their music, dance, crafts, foodways, storytelling, and other living traditions. This year, campers get to engage with the cultural heritage of Africa, Armenia, and Catalonia through fashion, feasts, and other festivities. Visits to museums and the festival, storytelling, and hands-on activities spark campers to create their own take on a folklife festival inspired by their week of discovery and their own cultures.

Code: 3A0-828

Campers mix art and science as they put a spin on the world of kinetic possibility. They discover the engineering design process as they construct machines to solve daily challenges and overcomplicate simple, straightforward tasks just for fun, in the spirit of Rube Goldberg’s wacky machines. They hand-manipulate wire to produce a zany 3D spinning toy, create a colorful interactive pinwheel, and participate in pendulumpowered paintings. Visits to the Air and Space Museum and viewing patent models at the American Art Museum inspire campers’ designs throughout the week. Full STEAM ahead! Code: 3A0-829

Code: 3A0-826

The Solar System and Beyond Grades 1–2 Get ready to blast off and let imaginations soar when campers explore our solar system and everything orbiting the sun. They build dioramas and mobiles of the solar system, imagine what life would be like on a different planet—and consider that other life forms may already be there. Visits to the Air and Space Museum and Udvar-Hazy Center help them discover what it's like to be an astronaut.

Customize the summer for older campers in grades 4–9 by registering them for a single week of select two-week camps.

Grades 4–6 Campers enjoy using miniature soldiers, wargames, reference books, graphic novels, and field trips to learn about Japan and the history of ninja warriors. They use Al Gaspar’s terrain, miniatures, and Asian castle to learn about the ninja weapons and tactics, and the 1581 samurai attack on the Iga stronghold, known as the greatest ninja battle. Campers receive 25 mm-scale plastic ninjas that they can trade with one another and paint, and make a terrain board for display or wargaming with their figures. Code: 3A0-831

Hogwarts at the Smithsonian: NEWTs Grades 5–7 Building on the previous Hogwarts sessions, this camp offers Harry Potter fans an even deeper exploration of the history, mythology, and science behind JK Rowling’s beloved world of wizardry. Dig into new mysterious corners of the magical arts, with more hands-on creative projects, science experiments, and visits to Smithsonian museums and beyond. The week culminates in our version of the Triwizard Tournament—for those who dare! Code: 3A0-832

Code: 3A0-827

Save $20 when you enroll your child in both Before- and After-Camp during the same week.

smithsonianassociates.org/camp

202-633-3030

Week 3 Camps Continue on page 9

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Week 3

JULY 2–6

(no camp July 4)

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $316; Nonmembers $368

Week 3 Camps Continued from page 8

Two-week intensive camp Dioramas: The Battle of Dunkirk

Weeks 3+4

Grades 6–9 Dunkirk, on France’s northern coast, was the site of a massive naval evacuation of Allied troops early in World War II, just prior to the fall of France to Nazi Germany. Campers discover the historic battles that nearly led to an Axis victory in using historical miniature gaming. Over the course of the week, campers learn how to build their own battlefield diorama and paint an army of miniature soldiers. Visits to the Air and Space Museum enhance their understanding of the wartime era’s air power.

July 2–6 (no camp July 4) and July 9–13

Digital Arts Mash-up Grades 6–9 Spend two full weeks immersed in the digital art world. Inspired by Smithsonian museum collections and research, campers use computers, cameras, simple circuits, and sensors to create interactive programs, games, and works of art. They develop skills in Photoshop, programming, 3D modeling, and assembling simple electronics— and find that by incorporating animation and sound, the creative possibilities are endless. Code: 3A0-002; Members $711; Nonmembers $828

Code: 3A0-833

Week 4 JULY 9–13

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

ABC s of the Smithsonian K+

Home Sweet Habitats K+

Recycling: Trash to Treasure

Grade K

Grades K–1

Grades 1–3

Beginning with aircraft, bells, and Californian sea lions, campers embark on an alphabetical journey through the Smithsonian to discover many of its treasures. Through visits to several museums on the National Mall and the National Zoo, visual media, and books, campers are introduced some of the key objects and animals at the Smithsonian. Throughout the week, they keep a journal to record their alphabet experience and create their own renditions of what they saw.

Campers learn about the lives and conservation of animals around the world as they explore habitats such as grasslands, rainforests, desert, and the poles and the animals that live there. The week includes hands-on activities, craft projects, science experiments, and a visit to the National Zoo. Campers create a natural habitat of their own for guests to view at the end of the week. Code: 3A0-836

While we don't know exactly how much trash is afloat in the ocean, one thing is sure: there's a lot of it. One expedition found up to a ton of garbage per mile on remote beaches in Alaska. Campers learn about recycling and sustainability and how artists have used trash to make both beautiful art and functional objects. On museum visits, they see furniture fashioned from recycled game pieces, portraits made from old cassette tapes, and a coral reef made from trash found on the beach. These provide the inspiration for their own trash-to-treasure ocean creations, unveiled for guests at a Friday showing.

Code: 3A0-835

Code: 3A0-837

Manage Your Online Profile—View and edit your child’s medical information, print Flexible Spending Account receipts, and handle other administrative tasks easily online. Log into an existing account or create a new one at smithsonianassociates.org/camp. smithsonianassociates.org/camp

202-633-3030

Week 4 Camps Continue on page 10

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Week 4 JULY 9–13

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Week 4 Camps Continued from page 9

The Superhero in You Grades 2–4 Campers discover power and possibility within themselves through the exciting process of creating a super-identity. Inspired by the tales of super-humans, gods, and heroes of history (as well as visits to the Air and Space Museum and the Hirshhorn), campers craft an identity that reflects the superhero they really are—or would like to be. These super alter egos provide the inspiration for comic books, short stories, costumes, sets, and other forms of creative adventures. Friends and families are invited into their fantasy world to browse a comic library that showcases the super-campers’ stories. Code: 3A0-838

Dioramas: Ice Age Grades 4–6 Put on your winter gear and trek across ancient ice sheets to find out how Neanderthals and later humans lived. Create an Ice-Age diorama populated with mammoths, mastodons, sabertoothed cats, glyptodons, ground sloths, cave bears, and other species. Create cave art and join the hunt by painting scale-model figures and playing games with your diorama. Top it off with visits to the Natural History Museum and National Zoo to compare modern arctic animals with extinct megafauna. Code: 3A0-840

Smithsonian Shark Tank: Big Ideas

Fabulous Fibers: Art With a Story

Grades 4–6

Grades 6–9

Americans have spread innovations in culture and science across the globe for centuries. Campers visit the Air and Space Museum, the Q?rius Lab, and the American History Museum to explore the entrepreneurs and creations that changed America and the world. They then develop their own big-idea innovations, and polish their elevator speeches to be presented before our own judges at the end of the week.

Campers explore the world of textile art and create their own pieces that investigate and interpret narratives and social justice. They learn about a variety of textile techniques including wet felting, needle felting, embroidery, and weaving to spark their creativity. They visit the Textile Museum and museums on the National Mall to view artworks that can help guide them to their final gallery showcase.

Code: 3A0-841

Code: 3A0-843

Pinhole Photography

Soldiers and Dioramas: The American Expeditionary Force

Grades 5–7 Discover a whole new way of seeing the world through the use of pinhole camera. This technique has a rich and fascinating photographic history. Campers shoot images and process film from the camera, which creatively distorts images. They experiment with perspective, ghost imagery, and multiple- image exposure. Campers also visit various photography exhibits in museums on the National Mall to view and discuss the works of well-known photographers. Code: 3A0-842

Grades 6–9 Campers enjoy using miniature soldiers, wargames, reference books, graphic histories, and field trips to learn about the American Expeditionary Force’s exploits in World War I. They use Al Gaspar’s miniature battlefields of the Belleau woods and the second Marne to learn about these battles and stimulate ideas for building their own dioramas. Campers receive 1⁄72 scale plastic soldiers that they can trade with one another and paint, and make a terrain board for display or wargaming with their figures. Code: 3A0-844

Two-week intensive camp Weeks 4+5

July 9–13 and July 16–20

Constructing the Smithsonian in 3D Grades 7—9

Save $20 when you enroll your child in both Before- and After-Camp during the same week.

From cutting-edge research to objects in collections to the structure of museum buildings themselves, campers discover how a wide range of 3D technologies in design, architecture, and construction are reflected throughout the Smithsonian. They meet innovators and experts in the field, and have hands-on access to modeling and scanning software for their own work. Visits to sites such as the Portrait Gallery’s Kogod Courtyard reveal how 3D technology has been instrumental in blending the old with the new. Campers also investigate the many large-scale objects that have been scanned as part of the Smithsonian’s 3D Explorer program, including Sue the T-Rex at the Natural History Museum and the Apollo 13 spacecraft at the Air and Space Museum. The camp culminates with the unveiling of a camper-constructed immersive environment, the showcase for the 3D work they’ve designed and generated. Code: 3A0-003; Part 1, Week 4; Members $395; Nonmembers $460 Part 1, Week 4 is a prerequisite to Part 2, Week 5. Code: 3A0-004; Part 2, Week 5; Members $395; Nonmembers $460 Returning campers who attended these camps in 2016 and 2017 are welcome to attend either session

smithsonianassociates.org/camp

202-633-3030

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Week 5 JULY 16–20

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Furs, Fangs, and Footprints K+

Playful Patterns

Video Games: Design and Play

Grade K Wild animals emerge from the imaginations of young campers as they create prints, collages, crafts, and sculpture based on the importance of animals in traditional Native American, Asian, and African-American art. They explore each culture through their artwork and storytelling and see how their contributions influence art today. Campers visit various Smithsonian museums and the National Zoo. Code: 3A0-846

Grade 2–3 Patterns abound at the Smithsonian. They’re found in mosaics, kente cloth, prints, animal fur, flags, and many, many more forms. After an introduction to organic and man-made patterns, campers explore patterns in art, architecture, and nature in, on, and around the museums on the National Mall. They embark on a sketching tour and create their own patterns through a variety of artistic methods, including gyutako prints, weaving, and clay. Code: 3A0-849

Grades 4–5 Tired of playing those same, boring video games? Learn to design your own in this high-tech camp. Drawing inspiration from the Smithsonian’s museums, campers use a video-game engine to create characters, game levels, and animation, and learn the ins and outs of game design and development. Code: 3A0-852

Me, Myself, and I K+

Monster Mash

Grades K–1 Since the Renaissance, artists have used selfportraiture to explore a basic question: Who am I? Young artists find their own answers as they explore the Portrait Gallery and the American Indian Museum to learn about the techniques and creative approaches that artists use in self-portraits. They then create their own, choosing the expression, posture, clothing, backgrounds, colors, and style that express their real self as they produce a series of portraits that tell the world many stories about who they are. Code: 3A0-847

Grades 3-5 Who doesn’t love monsters, mummies, werewolves, and vampires? Through visits to Smithsonian museums and the National Zoo, campers become savvy at spotting these creatures and channel their inner mad scientist as they learn about entomology, electricity, and more. They create their own black-and-white monster movie for an exclusive Friday screening. Code: 3A0-850

Growing Green Gardens Grades 1–2 Through the artist’s eyes, the scientist’s microscope, and the lens of culture, campers explore the gardens surrounding the Smithsonian museums and exhibits at the U.S. Botanic Garden and the National Arboretum. They investigate how plants grow, discover the inspirations for inventions that came from plants, and recognize the importance of diverse ecosystems surrounding plants that include worms and pollinators. Campers keep a field guide throughout the week to record their observations, cultivate their own seeds, and learn how to propagate succulents. They also design their own gardens that may one day bring food to their table. Code: 3A0-848

smithsonianassociates.org/camp

President for a Week Grades 3–5 Campers learn about democracy, the electoral process, and our government by devising their own political campaigns and running for president. They use resources and inspirations found in Smithsonian museums and local historic sites to develop their political platforms, create campaign materials, and enhance their public-speaking skills as they write and deliver speeches. They also follow in presidential footsteps with trips to Mount Vernon, the Washington Monument, Lincoln Memorial, and the American History Museum. Code: 3A0-851

Dioramas: The Elves of Lord of the Rings Grades 4-6 The Lord of the Rings trilogy comes alive at the Smithsonian. In Tolkien’s fictional world, elves are described as the fairest and wisest of all creatures of Middle Earth. The Ñoldorin elves, in particular, possess skills and knowledge that to men appear magical. Campers visit the Walters Art Museum in Baltimore and the National Gallery of Art for inspiration, and then bring the story’s characters and their adventures to life through gaming, creating miniature paintings, and building a diorama. Code: 3A0-853

Week 5 Camps Continue on page 12

Customize the summer for older campers in grades 4–9 by registering them for a single week of select two-week camps.

202-633-3030

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Week 5 JULY 16–20 Week 5 Camps Continued from page 11

Big Art Grades 6–9 Campers think big—like Leonardo da Vinci, Jackson Pollock, and Diego Rivera—as they create murals and large-scale collaborative paintings. Visits to Smithsonian museums and gardens, as well as the surrounding federal buildings, provide inspiration as they create a full-room mural, as well as individual paintings and drawings to take home. Code: 3A0-854

Week 6 JULY 23–27

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Soldiers and Dioramas: Barbary Pirates, 1800 Grades 6–9 Campers enjoy using miniature soldiers, ships, wargames, reference books, and field trips to the American History Museum and African Art Museum to learn about the United States’ fight with the Barbary pirates of North Africa in the early years of the 19th century. Campers use Al Gaspar’s terrain, miniatures, and ships to learn about U.S. Army Lieutenant William Eaton’s attack on the fortified city of Derna and stimulate ideas for building their own dioramas. Campers receive 1⁄72 scale plastic soldiers and pirates that they can trade with one another and paint. They also make ships and terrain boards for display or wargaming with their figures. Code: 3A0-855

Papermaking and Book Arts Grades 7–9 In today’s’ digital world, paper and book arts persist as essential tools and creative mediums. Campers make “papyrus” and other specialty papers. They experiment with decorative techniques such as rubbing, embossing, and marbleizing. Using traditional and nontraditional construction methods, campers incorporate their handmade papers into a series of hand bound-journals, and create uniquely shaped snake books, tunnel books, and accordion books. Code: 3A0-856

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Deep Blue Sea K+

Junior Paleontologists K+

Amazing Americans

Grade K

Grades K–1

Grades 1–2

Campers dive in and discover the wonders of the watery world as they visit Sant Ocean Hall at the Natural History Museum, the American History Museum, and the National Zoo. Along the way, they learn about fish, sharks, and sting rays; lobsters, oysters and crabs; octopus, eels, and jellyfish; and sea mammals such as otters, whales, and dolphins. They discover the lore of famous ships, pirates, and sea captains who explored the world’s great oceans and mythical characters such as Poseidon, mermaids, and the amazing hippocamp. Campers display their knowledge and craftsmanship through their own coral reef exhibits. Code: 3A0-857

Imagine Washington, D.C., 110 million years ago as a swampy landscape filled with dinosaurs. Campers get the chance to investigate it as junior paleontologists, exploring prehistoric eras and the varieties and unique traits of the dinosaurs that roamed our backyards long, long ago. They learn what it means to be a real paleontologist by doing some fossil digging themselves.

From Martin Luther King, Jr. to Neil Armstrong to paleontologist Sue Hendrickson, explore the stories of the people behind some of the great moments in American history. Campers explore the contributions of the Founding Fathers, Native Americans, civil-rights activists, and many others who helped to build our nation. They discover how people showed heroism through acts of nonviolent protest and through their powerful words. Campers create their own history books, draw their own heroes, and re-enact some memorable historic events.

Code: 3A0-858

Code: 3A0-859

For more detailed information about camp policies, visit smithsonianassociates.org/camp and select the For Parents or FAQ tab. smithsonianassociates.org/camp

202-633-3030

Week 6 Camps Continue on page 13

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Week 6 JULY 23–27

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Week 6 Camps Continued from page 12

Up, Up, and Away Grades 2–3 It's a bird! It's a plane! It's a dragonfly! Have you ever wondered how things fly? And why is it that birds and insects can fly, but people can't? Campers get some clues through visits to the Air and Space and Natural History museums and NASA’s Goddard Space Flight Center. They learn about the Wright Brothers, Amelia Earhart, Bessie Coleman, and Charles Lindbergh, as well as mythical flying characters such as Icarus, Pegasus, and gargoyles. They test their new aeronautical knowledge by building paper airplanes, helicopters, and kites.

What’s Old Is New

Dioramas: Athens vs. Sparta

Grades 4–6

Grades 4–6

With a little creativity, young makers go beyond mere recycling by transforming commonly discarded materials and electronic parts into new, useful devices. Campers learn the history of sustainable engineering and examine the development of solar power and useful inventions that changed daily life at the American History Museum. Inspired by the ingenuity of creations from Burning Man installed in the Renwick Gallery and the resourcefulness of everyday makers featured at the Natural History Museum, campers design and build their own sustainably sourced and powered gadgets and fashion solar-powered battery chargers. They open the doors to their own “Hall of Invention— Remixed” at a Friday presentation.

Campers travel back to ancient Greece after the Persian Wars to discover the struggle for dominance between Athens and Sparta. Through a study of the geography of battle sites and architecture of Greek cities, as well as the motivations of the people who lived there, campers build a diorama and paint figures, then apply what they’ve learned to a historical strategy game. Visits to the Walters Art Museum and the American History Museum help campers recreate the time period. Code: 3A0-863

Code: 3A0-862

Week 6 Camps Continue on page 14

Code: 3A0-860

Be ready on registration day! You can set up an account prior to registration, and provide your camper’s medical and other information today. Visit SmithsonianAssociates.org/Camp

Native Treasures Grades 3–5 Campers travel through time to explore the riches of Native American culture and create a wide variety of art projects inspired by folklore, music, language, and dance. They also hear stories about animals and their significance in the Native American world and embark on a totem animal hunt. Visits to the Natural History and American Indian museums and the National Zoo spark ideas and themes. Code: 3A0-861

Two-week intensive camp Weeks 6+7

July 23–27 and July 30–August 3

Painting Explorations Grades 6–9 Campers spend this intensive session learning to draw and paint with watercolors and acrylics. They develop their own technique and style through skills practice and instruction. They study masterworks at the National Gallery and the Hirshhorn, develop an understanding of painting techniques and color theory, and follow in the classic tradition of outdoor painting at the Hirshhorn’s Sculpture Garden, the Enid Haupt Garden, and the U.S. Botanic Garden. The young artists show off their works in a concluding exhibit. Code: 3A0-005; Part 1, Week 6; Members $395; Nonmembers $460 Code: 3A0-006; Part 2, Week 7; Members $395; Nonmembers $460

smithsonianassociates.org/camp

202-633-3030

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Week 6 JULY 23–27

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Week 6 Camps Continued from page 13

Museum Makers Grades 6–8

The Animated World Grades 5–7 The art of animation has never been more exciting—or more popular. We love the magical worlds and characters it creates in anime and advertising and Pixar and Disney films. Campers visit the Freer and Sackler Galleries, the American Art Museum, and (digitally) the Cartoon Museum in Ohio to discover the history of animation and its various forms, from flipbooks to stop-motion to computer-generated GIFs. They try their hand at creating their own stories and an animated short.

What goes into making a museum? Campers explore the process of building a museum, from creation to collection to curation. They visit Smithsonian museums and speak to professionals about what goes into creating a display, an exhibit, and an entire museum. They also use many different materials and making techniques to create their own museum, which opens its doors for a Friday presentation. Code: 3A0-865

Code: 3A0-864

Soldiers and Dioramas: The Siege of Osaka, 1615 Grades 6–9 Campers enjoy using miniature soldiers, ships, wargames, reference books, graphic novels, and field trips to the Freer and Sackler Galleries to learn about 17th century Japan and the siege of Osaka in 1615. They use terrain, miniatures, and Asian castles to learn about samurai history, weapons, and tactics, and the winter attack on the fortified city to build their own dioramas. They receive 1⁄72 scale plastic samurai that they can trade with one another and paint, and make terrain boards for display or wargaming with their figures. Code: 3A0-866

Two-week intensive camp Weeks 6+7

July 23–27 and July 30–August 3

Espionage, Infiltration, and Subterfuge Grades 7–9 Campers explore the art of espionage as they dive into the covert worlds of the American Revolution, the World Wars, and the Cold-War era. Trips to Mount Vernon, the National Cryptologic Museum, and the Smithsonian’s Udvar-Hazy Center and Air and Space and American History museums help them discover how espionage has evolved throughout history. They also discover how technology has changed the spy game, what happens when spies get caught, and why cyber-spying is now the norm. They debrief family and friends and provide intel on their secret missions at the conclusion of the camp. Code: 3A0-007; Part 1, Week 6; Members $395; Nonmembers $460 Code: 3A0-008; Part 2, Week 7; Members $395; Nonmembers $460

Save $20 when you enroll your child in both Before- and After-Camp during the same week.

smithsonianassociates.org/camp

202-633-3030

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Week 7

JULY 30– AUGUST 3

Mon. to Fri., 9:30 a.m. to 4:30 p.m.

Resident Members $375; Nonmembers $433

Members $395; Nonmembers $460

Totem Animals

Improv Comedy: Refried History

Grade K

Grades 2–3

Grades 5–7

Take a trip around the world! Campers spend each day studying the cultures of different continents during visits to various Smithsonian museums, including the Freer and Sackler Galleries, and the Natural History, African Art, and the American Indian museums. They read and retell traditional stories, make instruments, masks, puppets, paintings, and other crafts, and learn related songs and games.

Campers explore a wide range of Native American nations as they study the history and cultural significance of totem animals. In-depth visits to the American Indian Museum offer an understanding of the symbolism of animals in the Native American world and of the connections between its culture and nature itself. Campers embark on totem hunts at the National Zoo and the Natural History Museum, and create artworks inspired by the nations’ many totems.

Campers discover the fundamentals of comic improvisation as they study American history. The fun begins as they create their own takes on concepts like “What about the guy who got tired of rowing Washington across the Delaware?” or “What other things might Neil Armstrong have said when he first walked on the moon?” Friday’s showcase features classic improv games and invites the audience to suggest historical events they’d like to see get a comic twist.

Code: 3A0-872

Code: 3A0-875

Dinosaurs and Dioramas: Prehistoric Seas

Digital Photography

Around the World

K+

Code: 3A0-869

Dream Big K+ Grade K–1 Campers bring their ideas to life as they investigate, innovate, and invent! Trips to the Spark!Lab and in-depth exploration of the Lemelson Hall of Invention and Innovation at the American History Museum challenge campers and inspire new ways of solving problems. They expand their concepts of what’s possible with a trip to the Air and Space Museum. Campers experience every step of the invention process through the week, culminating in a collection of fresh ideas, sketches, and prototypes—and a finalized invention ready to market.

Grades 3–5 Large, agile reptiles filled the planet’s oceans, lakes, and rivers millions of years ago during the Jurassic and Cretaceous periods. To discover the amazing variety of these creatures and their habitats, campers visit the Natural History Museum, play games, watch related documentaries, and create their own underwater diorama board to take home. Code: 3A0-873

Ghostbusting, Smithsonian Style

The Age of Dinosaurs

Grades 4–5

Explore fascinating prehistoric eras through this interactive camp that combines biology, paleontology, botany, and art. Campers visit the Natural History Museum, National Zoo, and the U.S. Botanic Garden to learn about fossil formation, prehistoric plants, and the wide variety of dinosaurs that roamed the earth millions of years ago. They craft their own dino eggs, fossils, and terrain to create a Jurassic diorama that gets unveiled at a closing presentation.

Campers explore the real-life history of ghostspotting and ghostbusting through hands-on activities and visits to Smithsonian museums and beyond. They look at the science behind so-called “sprit photography” and create their own ghostly photographs, learn a bit about Sumerian mythology (to be prepared for Gozer the Gozerian), and make their own movie-inspired ghostbusting tools. Family and friends are invited to witness an exciting demonstration on Friday. Who knows what ghostly guests might materialize? Code: 3A0-874

Code: 3A0-871

For more detailed information about camp policies, visit smithsonianassociates.org/camp and select the For Parents or FAQ tab.

smithsonianassociates.org/camp

Ever wonder how those photos of people hovering in air or doing other amazing things are made? With Photoshop software, anything is possible in the realm of digital photography. Participants learn about filters, border effects, inkjet manipulation, and creating “old time” digital photos and portraits. The Smithsonian’s grounds provide a backdrop for creative shooting, and a photography exhibition rounds out the week. (Campers provide their own digital camera) Code: 3A0-876

Code: 3A0-870

Grades 1–2

Grades 6–9

202-633-3030

Soldiers and Dioramas: The Winter War, 1939 Grades 6–9 Campers enjoy using miniature soldiers, wargames, reference books, documentaries, and trips to the American History and Air and Space museums and the Cryptologic Museum to learn about the 1939 Winter War in which the Soviet Union attacked Finland. They use miniatures and terrain boards to learn about the important battles of Soumussalmi and Raate Road, and the United States’ secret world of code-making and -breaking to stimulate ideas for building their own dioramas. They receive 1⁄72 scale plastic soldiers that they can trade with one another and paint, and make terrain boards for display or for wargaming with their figures. Code: 3A0-877

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Week 8

AUGUST 6–10

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Science at the Smithsonian

Time Machine: China

Grade K

Grades 2-3

Grades 2–3

Before the printing press, printmaking was not considered an art form but rather a form of communication. Campers express their artistic ideas by using traditional and modern printmaking techniques. They use color, lines, quirky patterns, and whimsical images on potato prints, monoprints, gyotaku (Japanese fish printing), collagraphs, and screen prints (on paper, T-shirts, and bags) to demonstrate that printing is indeed an art.

From anthropology to zoology, astrophysics to paleontology, more than 500 Smithsonian’s scientists around the world are examining many of today’s most complex intriguing and sometimes-urgent topics. Each day, campers discover how science and museums come together as they embark on an exploration of a different aspect of science at the Smithsonian. They visit the Natural History and Air and Space museums and Q?rius Lab to understand the reach of the work being done here. They play and create games, participate in hands-on-activities and share their experiences with families at the end of the week.

Travel through 4,000 years of fascinating Chinese history and arts to experience one of the great ancient cultures of the world. From giant pandas to paper dragons, campers journey across the Silk Road and surround themselves with the local wildlife, traditions, and celebrations of China. Visits to the Freer and Sackler Galleries, the National Zoo, and the Natural History Museum inspire them as they practice the art of calligraphy, sample authentic Chinese cuisine, paint delicate fans, dig into the history of the Terracotta Warriors, and learn some basics of Mandarin Chinese. At the end of the week, campers welcome guests into an immersive exhibit.

Code: 3A0-881

Code: 3A0-882

Print This!

K+

Code: 3A0-878

Eco-Heroes

K+

Grades K–1 Campers discover fun ways to make our planet a bit greener—and better for all of us—as they learn about the ecological connections between the people and creatures that call it home. They explore many kinds of living organisms as they dig into gardening, discover what life in the sea is like, conduct their own science experiments, and create eco-themed art. Code: 3A0-879

World Storybook Grades 1–2 A picture may be worth a thousand words, but objects contain stories. Campers explore a variety of cultures through myths and legends surrounding objects and artifacts found in Smithsonian collections. With an inspiring visit to a different museum each day, they dive into new cultures through story, crafting, and drama. Campers create significant objects that tell their own tales, and share their stories in a dramatic concluding showcase and gallery. Code: 3A0-880

Customize the summer for older campers in grades 4–9 by registering them for a single week of select two-week camps. Save $20 when you enroll your child in both Before- and After-Camp during the same week.

Nothing Up My Sleeve Grades 4–6 Ever wanted to make something disappear, pull a rabbit out of a hat, or amaze your friends with your super-awesome magical abilities? Campers discover the history of magic through visits to the Houdini Magic Collection at the Library of Congress and the Natural History Museum’s mummy exhibit. They explore the evolution of the art of stage magic and conjure up some of their own tricks and props to entertain friends and family. Code: 3A0-883

The Space Race Grades 4–6 Campers, strap on your rocket and discover the history of the Cold War and the technological innovations that were a product of it. Explore the Space Race to put the first human on the moon. Create your own model NASA and Russian rockets, visit the Air and Space Museum and the Udvar-Hazy Center, and particpate in a mock peace accord between diplomats negotiating for geographic dominance, resouces, and armament policies. Code: 3A0-884

Week 8 Camps Continue on page 17

smithsonianassociates.org/camp

202-633-3030

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Week 8 AUGUST 7–11

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Week 8 Camps Continued from page 16

Pirates of the Smithsonian Grade 4–6 Did you know Benjamin Franklin had a secret pirate fleet? Through museum visits and hands-on activities, campers delve into the history of pirates, piracy, and the high seas. They stave off scurvy with seagoing fare, create detailed treasure maps, learn pirate lingo, listen to nautical songs, create their own swashbuckling personas, and explore the science behind sailing ships and cannon fire. They even uncover D.C.’s connections to pirate history.

Flights of Fantasy Grades 6–9 Do you dream of dragons, elves, or alien worlds? Following in the tradition of great fantasy literature like the Harry Potter stories, The Lord of the Rings, The Wizard of Oz, and Peter Pan, campers explore the genres of fantasy and science-fiction by creating their own mystical worlds while honing their writing skills. They develop intriguing characters and enchanted creatures to inhabit their new world. They create a map of their imaginary realm, play fantasy games, and improvise and perform scenes from their favorite fairy tales and sci-fi stories. Smithsonian museums and the mysteries they hold provide inspiration for the new worlds campers create in this hands-on, interdisciplinary camp.

Soldiers and Dioramas: Stalingrad, 1942–43 Grades 6–9 Campers enjoy using miniature soldiers, wargames, reference books, documentaries, and trips to the American History and Air and Space museums, and the Cryptologic Museum to learn about World War II’s Eastern Front, with particular focus on Germany’s extended siege of the city of Stalingrad. They use Al Gaspar’s miniatures and terrain boards to learn about this important battle and stimulate ideas for building their own dioramas. They receive 1⁄72 scale plastic soldiers that they can trade with one another and paint, and make terrain boards for display or wargaming with their figures. Code: 3A0-888

Code: 3A0-887

Code: 3A0-885

Advanced Video Game Design Grades 5–7 Are you ready to take your video game-designing skills to the next level? Expand your skills as a game designer and learn how to make more elaborate and complex games. Draw inspiration from the Smithsonian’s museums to create characters, game levels, and animation and dig deeper into the video-game design process. Campers take home a flash drive with their completed games at the end of the week. Code: 3A0-886

Two-week intensive camp Weeks 8+9

August 7–11 and August 13–17

The Power of the Mask Grades 4–6 From the Inuit to African tribes to the Japanese Noh theater tradition, masks have long been an integral part of culture and identity. Campers visit Smithsonian museums to see examples of historic masks and hear the stories behind them. They use a variety of materials and techniques to create masks that reflect their personal style and inner strengths. They also investigate famous bigger-than-life characters of all kinds, and then use these inspirations to create characters of their own as they learn to communicate with emotion, voice, expression, and physicality. The two weeks end with a presentation of historic proportions that shows off their masks and performance skills. Code: 3A0-009; Members $790; Nonmembers $920

Manage Your Online Profile—View and edit your child’s medical information, print Flexible Spending Account receipts, and handle other administrative tasks easily online. Log into an existing account or create a new one at smithsonianassociates.org/camp.

smithsonianassociates.org/camp

202-633-3030

17


Week 9 AUGUST 13–17

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Culture Camp: African Coast

Muppet Treasure Island

Grade K

Grades 2–3

Grade 4–6

Campers, get ready to pack your space suit and blast off to outer space. Participants lead the life of an astronaut for a week and plan their own lunar journey by learning about a different planet each day. They make their own space suits and planet mobiles, enjoy space ice cream, and take a trip to the Air and Space Museum. A concluding presentation captures their adventures and explorations.

Travel across the Indian Ocean to explore the diverse culture and artwork of the Swahili people of coastal East Africa. Campers visit the African Art Museum and African American History and Culture Museum to discover the distinctive characteristics of the region’s art, as well as how Swahili culture reflects influences from throughout Europe and Asia. They create their own pieces of Swahili-inspired art and invite friends and family to view them at a Friday exhibit.

Shiver me timbers, the Muppets have taken over the high seas! Campers set sail with Kermit, Sam Eagle, and their crew as they chart their own exciting voyage inspired by the Smithsonian and its treasure-filled exhibits. They create their own Muppet and props, view exhibits on seagoing history (including pirate lore) and historic coins at the American History Museum, and visit a pirate vessel at National Harbor for some practical experience in swashbuckling.

Code: 3A0-894

Code: 3A0-897

Mission to Mars

Our Amazing Brain

My Trip to the Moon

K+

Code: 3A0-890

Pattern Hunters

K+

Grades K–1 All kinds of patterns are found in art, architecture, literature, music, and nature, achieved through the use of color, lines, or shapes. Campers discover the many bright, beautiful, and colorful patterns found throughout the Smithsonian as they explore museum collections, buildings, and gardens. They use their findings to create mosaics, beadwork, rubbings, and other art projects. Code: 3A0-891

Grades 3–5 The idea of living on Mars has been a staple of science fiction since the 19th century, and NASA hopes to have a manned mission to the planet by 2030. Astronauts-in-training blast off to the Red Planet as they learn about current and past NASA projects, hear from experts, and visit the Air and Space Museum and the Udvar-Hazy Center. Campers complete an astronaut-training obstacle course, design a Mars Rover, and experience a taste of what it’s like to live on the planet.

Moving Art

Code: 3A0-895

Grades 1–2

Video Games: Design and Play

Can art really move? Campers learn to create in the styles of innovative American artists Jackson Pollock (who poured and splashed paint) and Alexander Calder (who defined the mobile as art), as well as traditional puppet masters who use shadow silhouettes to tell stories. They explore concepts of motion by rolling balls down ramps, painting with moving marbles, spinning tops, making spin art, experimenting with balance while making mobiles, and letting gravity help them paint. Campers also learn the basics of physics while creating their very own masterpieces—which they set in motion for a Friday presentation.

Grades 4–6 Explore the wonders of that marvelous engine of imagination and ideas that drive us, from the spark behind its tiny neurons to how it lets us ponder big questions of the universe. Through experiments, group projects, games, and models, campers get insights into the nature of the brain and how it works. To inspire their own scientific and artistic projects, they create optical illusions, compare human brains to those of animals at the Natural History Museum, consider artificial intelligence at the Air and Space Museum, and examine visual representations of minds and memories at the American Art Museum. Code: 3A0-898

Grades 4–5 Tired of playing those same, boring video games? Learn to design your own in this high-tech camp. Drawing inspiration from the Smithsonian’s museums, campers use a video-game engine to create characters, game levels, and animation, and learn the ins and outs of game design and development.

Week 9 Camps Continued from page 19

Code: 3A0-896

Code: 3A0-892

Imagination Station Grades 2–3 All aboard for a fantastic journey into the creative process. Campers spend part of the day listening to classic children’s books read aloud, and then create their own stories inspired by visits to Smithsonian museums. These tales provide the basis for original short plays performed at the week’s concluding presentation.

Be ready on registration day! You can set up an account prior to registration, and provide your camper’s medical and other information. Visit smithsonianassociates.org/camp.

Code: 3A0-893

smithsonianassociates.org/camp

202-633-3030

18


Week 9

AUGUST 13–17

Mon. to Fri., 9:30 a.m. to 4:30 p.m. Members $395; Nonmembers $460

Soldiers and Dioramas: Bastogne, 1944–45

Week 9 Camps Continued from page 18

Grades 6–9

Sketch Comedy Grades 6–9 Who doesn’t love a good laugh? Campers learn how to develop unique characters and unusual situations that show off their comic talents in a series of short sketches suitable for the stage, screen, or YouTube. Friends and family are invited to the performance and cast party on Friday. You’ll laugh, you’ll cry, and you won’t even have to set the DVR!

Campers enjoy using miniature soldiers, wargames, reference books, documentaries, and trips to the National World War II Memorial and the Air and Space and American History museums, to explore key aspects of the Battle of the Bulge. They use Al Gaspar’s detailed representation to learn about the war and the conflicts around Bastogne and stimulate ideas for building their own dioramas. They receive 1⁄72 scale plastic soldiers that they can trade with one another and paint, and make terrain boards for display or wargaming with their figures.

Camps range in size from 16–21 children with 2 instructors in each camp.

Code: 3A0-900

Code: 3A0-899

For more detailed information about camp policies, visit smithsonianassociates.org/camp and select the For Parents or FAQ tab.

smithsonianassociates.org/camp

202-633-3030

19


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