Our team clicked the moment we formed. The collective composition of primarily engineering students led to many of us having similar passions and goals. Thus as we began brainstorming ideas, we started recalling each of our experiences during our early days of schooling - why we chose the majors we pursued. The converging element in all of our stories were the interactions with teaching figures that sparked an interest in science. At the heart of these interactions were science demonstrations and projects that furthered our interest in STEM. We realized these simple inquisitive demonstrations had a meaningful impact on our development thus far. Similarly, we wanted to provide these experiences to the future generation of engineers. This was the mission Camp Inquizit looked to solve. We believe the best method of promoting science is through design challenges, which helps us teach the fundamentals of problems solving while keeping solutions open-ended.
Our team wasn't first when identifying the lack of exposure and engaging experiences in STEM fields for children. As a result, there were several solutions that looked to cater to these in needs in a mass market scale. TinkerCrate, for example, was a subscription-based boxed item which sends engineering kits monthly, similar to our original idea. Innocentive is an existing platform that looks at opening enginerring issues to the public for open-ended solutions. Furthermore natioannly televised programs such as PBS Design Squad, or mobile application based DIY App were existing creative communities for kids.
For girls and boys of middle school age in the Phoenix Metro area, Camp Inquizit is a service that provides a day-themed science and engineering experience along with team-building, unlike AZ Science Center Camp Innovation and Mad Science Summer Camp which provide week-long day camps. Thus during the school year, kids can learn about new
The response from the children involved in the camp was generally very positive. The activities went over well, but we did hear things like “this was kind of like school” about our presentations/explanations of the scientific phenomena. Some of the children did not like the lectures that preluded the activities. We are going to work toward a more engaging and collaborative ‘learning’ experience for MVP-2
Hands on activities were a hit, the children felt involved in the discovery/presentation.The fact that we are college students seemed a novelty to the children participants.
The “competition” was exciting for the children
Revenue: $135.00 || Net Profit $-20.00 || Participants 9
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Many of our younger participants had gotten more out of the program in comparison to the older ones. We learned that we should focus in on our age ranges for the materials we cover. Our target was audience was too large, older participants seemed bored at some points. Some of the activities weren’t engaging enough for such a large group of kids.
Marketing for 2 weeks, and adding a website has helped to get our brand out to the general public. Much of the participants were gathered from our prior camp and from word-of-mouth customer acquisitions.
Revenue: $317.72 || Net Profit $233.57 || Participants 21
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