This is your day. Your week. Your summer of self-discovery.

Our camp is based on a fixed schedule of core classes in the morning followed by an afternoon of electives, i.e., activities and classes that campers choose on a weekly basis. The core curriculum includes classes in coding, creative arts, MAKER, outdoor activities, and science. Electives vary greatly and provide an in-depth experience in a chosen topic or activity, from learning how to run to robotics. Our goal is that through this structure, students are able to achieve an experience that is authentic, meaningful and fun that allows for more individual experience.

Activity Schedule

The summer season includes seven weekly sessions: June 28 – August 13.  Camp runs every day from 8:30 AM – 4:30 PM. Morning classes take place from 8:30-11:30 followed by lunch and break. Afternoon activities commence at 12:30 and include 1 core class and 2 electives. The final half-hour of the day is spent in a free form group activity.

Each session of STEAM Revolution Camp is 5 days (one week, M-F). Within that week, campers will participate in a “core” group of classes designed to expose them to all the facets of the camp. Each core meets three times within the week.  The core classes are unique to each peer group (for example, while all students take a coding class, the format will vary based on the age group). Electives vary week to week. Learn more about ELECTIVES here.

Core Classes: 

  • Woodworking
  • Coding
  • Science/Engineering
  • Creative Art Studio
  • Outdoor Activity (for example, an environmental science activity)


Our camp follows “challenges” vs. themes. We’ll leave this up to campers to incorporate these challenges into themes they really like — we have no objection to a week of game-building (both large and small) created within a mocked-up Dungeons & Dragons world. We can think big here — create outdoor and indoor games or ask our most tech-minded campers to help build an online game others can play while the makers get outside to build an obstacle course. It’s all possible when you keep camp a little free-form and open for campers to design.

Week 1: Historical Survival Challenge
Week 2: Fly Me to the Moon!
Week 3: The Tinkering Challenge
Week 4: The Challenge to Save Our Earth
Week 5: The Flea Market Flip Challenge
Week 6: Challenge…Fact vs. Fiction?
Week 7: CSI Mystery

The challenge is how to survive in another time period using modern ingenuity: adapt modern knowledge to a remote historical period, i.e., Medieval Europe or Ancient Egypt.

Campers will come up with different ways we could accomplish big goals such as colonizing an uninhabitable planet or flying to the moon. Students create their ideas, designs, and models.

Make something work differently than it was meant to, for example taking a watch and making it do something other than tell time or count down or using a bicycle to generate power.

We only have one Earth; how can we ensure it stays around? Students will take ordinary and unusual discarded objects or garbage and reuse them in eco-friendly ways.

HGTV/DIYshows are well-liked by kids who are inspired to create new ideas. The theme challenges them to take something old and repurpose it into something new.This might be something from home or something we provide at camp.

Can campers create a real-world version of a fictional device/power (use engineering skills to design Spider-Man’s web-shooters, etc.). In this fact vs. fiction challenge, they have to consider the science of possibility. 

Use forensic science and critical thinking to solve a crime/mystery. Each group will have a unique mystery (possibly based on a fictional source like Batman or Sherlock Holmes) to solve using actual forensic science techniques