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SMIT HSO NIAN 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 Set up your online account in advance at at the Smithsonian! smithsonianassociates.org/camp There’s no more exciting place to be than Smithsonian Donors to Smithsonian Associates at the Summer Camp, now in its 49th year, where all kinds of $300 level or higher are eligible for dreams can come true. Where else can campers blast into priority registration on Tues., Feb. 13. 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 Contact Customer Service at 202-633-3030. world of the Smithsonian is all theirs to discover in these one-of-a-kind learning experiences that spark smithsonianassociates.org /camp the imagination—and offer plenty of great .

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 Each session carries a grade level, and is appropriate only for campers run four days the week of July 2–6; there is no session Wednesday, entering those designated grades in fall 2018. Grade requirements are July 4. set by instructors, who plan camp content around the developmental, academic, and physical considerations of children in a specific age • Each day begins at 9:30 a.m. (with drop-off starting at 9 a.m.) range. It is important that all participants attend a camp for their grade and ends at 4:30 p.m. Before-Camp (8–9 a.m.) and After-Camp level in order to get the most out of the experience. Camps are not (4:30–6 p.m.) options are also available. 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-to- PLEASE NOTE : A parent pack will be emailed two weeks prior to the instructor ratio of 4:1. first day of camp. Your preferred email address and domestic (US) phone number is required in the registration process. If you do not • Most camp sessions are one-week long (Monday–Friday); campers receive this pack two weeks before your camp, please call may register for one or more sessions throughout the summer. 202-633-2267, or email [email protected]. The pack will include:

• Campers provide their own transportation to the National Mall. The • Camp culture guidelines supervised drop-off and pick-up location is the entrance of the S. • Letter from the camp instructors outlining the week Dillon Ripley Center, 1100 Jefferson Dr., SW, next to the Smithsonian Castle. A designated adult is required to sign each • Pick-up card that is required for anyone who picks up your camper camper in and out daily. • Loading/unloading parking pass for your car (not guaranteed to stop • Sessions include a supervised brown-bag lunch hour. parking tickets) • Wacky Wednesday theme of the week • If your child requires special accommodation, please call 202–633–3030 or email [email protected] prior to registration.

• Camp programming is subject to change. Camper Conduct We expect all campers to demonstrate "museum manners" while at camp and visiting the Smithsonian's museums. Museum manners Camps for Kindergarteners include acting with respect toward others, being careful of the exhibits, and following instructions from instructors and YTAs. In your parent and First-Graders pack, you will receive a Camp Culture guideline document. Please review this with your child in the weeks leading up to their camp Smithsonian Summer Camp offers a weekly program specifically session. 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. What To Bring Campers should come to camp with the following: Mornings include an outing to a Smithsonian museum or garden, fol - lowed by an afternoon of projects, a relaxing story time, or a song ses - • Good shoes for walking ( no flip-flops, please! ) sion. Campers must have experience attending a program in an edu - cational setting. Look for this symbol K+ • 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 PLEASE NOTE : Intensive two-week sessions for students in grades 4 to 9 focus on • All items brought to camp should be labeled with your child’s name. major areas of investigation at the Smithsonian. They’re designed for Please check lost and found on Friday afternoon. campers who have an interest in history, and drama, 3D technologies, and digital and are ready to delve deeper into • Parents/guardians are responsible for applying the first layer of these subjects. Look for the special descriptions of these sessions in sunscreen prior to morning drop-off. Smithsonian Summer Camp the camp listings. staff do not provide or apply sunscreen. This year, you can further customize your child’s camp experience by • Use of electronic devices is not allowed in the classrooms, although registering them for a single week of some designated two-week they may be used during lunch and before/after care with the camps. While these camps are offered in two parts, it’s possible for permission of a YTA or staff. 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.

smit hsoniana ssoc iates.org /camp 202-633-3030 1 GENERAL INFORMATION

Special Days Before-Camp Drop off campers early to enjoy supervised play, crafts, games, and a Wacky Wednesdays light snack. Before-Camp runs from 8 to 9 a.m. at the S. Dillon Ripley Every Wednesday, we offer special lunchtime activities related to a Center. Campers are brought to their respective camps by staff. weekly theme. Campers, instructors, and staff are encouraged to Campers are welcome to bring their own breakfast. Before-Camp is dress up. This is not a mandatory activity, but fun for everyone. only for children registered for Smithsonian camps. Parents must bring campers to the assigned Before-Camp room to sign in daily. Friday Show and Share Participants register for one-week sessions; no drop-ins permitted. Families and friends are welcome to attend the Open House Fridays Space is limited. to view your child's art work, projects, or performance. You will receive a notice with details from the classroom instructor. CODE: 3A0-901 (June 18–22) CODE: 3A0-902 (June 25–29) Manage Your Online Profile CODE: 3A0-903 (July 2–6) Four-day camp * CODE: 3A0-904 (July 9–13) View and edit your child’s medical information, print Flexible Spending Account receipts, and handle other administrative tasks easily online. CODE: 3A0-905 (July 16–20) Log into an existing account or create a new one at CODE: 3A0-906 (July 23–27) smithsonianassociates.org/camp. CODE: 3A0-907 (July 30–Aug. 3) CODE: 3A0-908 (Aug. 6–10) Field Trips CODE: 3A0-909 (Aug. 13–17) Camps take field trips almost every day to visit various museums, Fee: $60 per week per camper *Fee: $48 per week per camper historic sites, monuments, and the National Zoo. Campers will either walk, take a Smithsonian bus, or Metro to these locations. After-Camp Trip costs are included in camp registration. Most field trips will be Following a day at camp, participants enjoy supervised activities, along covered in the e-mail letter from the instructor sent two weeks before with outside playtime (weather permitting). The After-Camp program the camp session begins. runs from 4:30 to 6 p.m. at the S. Dillon Ripley Center. A snack is If it gets too hot during the day (Code Orange/Red), campers stay provided. Parents must sign out their campers daily. Participants inside for lunch and may not take the planned museum trips. register for one-week sessions; no drop-ins permitted. Space is limited. Camp T-Shirts CODE: 3A0-911 (June 18–22) A Smithsonian Summer Camp T-shirt is included in the registration CODE: 3A0-912 (June 25–29) fee. Campers can sport their shirts proudly and stand out from the CODE: 3A0-913 (July 2–6) Four-day camp * crowd on their field trips around the National Mall. Campers receive CODE: 3A0-914 (July 9–13) one shirt at check-in on their first day of camp, regardless of the CODE: 3A0-915 (July 16–20) 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 CODE: 3A0-916 (July 23–27) you register; campers will be given only the recorded size . CODE: 3A0-917 (July 30–Aug. 3) CODE: 3A0-918 (Aug. 6–10) CODE: 3A0-919 (Aug. 13–17)

Fee: $90 per week per camper *Fee: $72 per week per camper Combination Purchase Two informational sessions for parents of Save $20 when you enroll your child in both Before- and After-Camp activities during the same week. both new and returning campers CODE: 3A0-921 (June 18–22) CODE: 3A0-922 (June 25–29) are offered on Tues., May 8. CODE: 3A0-923 (July 2–6) Four-day camp * CODE: 3A0-924 (July 9–13) For times and location, CODE: 3A0-925 (July 16–20) CODE: 3A0-926 (July 23–27) visit smithsonianassociates.org /camp CODE: 3A0-927 (July 30–Aug. 3) CODE: 3A0-928 (Aug. 6–10) and select the For Parents tab. CODE: 3A0-929 (Aug. 13–17)

Fee: $ 130 per week per camper *Fee: $ 10 0 per week per camper

smit hsoniana ssoc iates.org /camp 202-633-3030 2 CAMP REGISTRATION

Camp Prices Register ONLINE For all full-week camps Online registration begins at 9 a.m. on Thursday, February 15 $395 Smithsonian Associates Members at smithsonianassociates.org/camp $460 Nonmembers 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 Week of July 2 –6 (Four-day camp) sign in to update your profile. $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 Early Registration to registration day. Become a donor to Smithsonian Associates at the Contributor level When you receive your e-mail confirmation, please make sure that ($300) or higher and be eligible for early registration. Donors can all the information about your child has been recorded accurately. register beginning at 9 a.m. Tuesday, February 13 by calling Please print and save your e-mail confirmation, as no ticket will be 202-633-3030. For more information about becoming a donor, go mailed. to smithsonianassociates.org and select the Join & Renew tab; you can also speak with a donor services representative at 202-633- If you do not receive an e-mail confirmation, please notify 3030 (M–F, 9–5). registration staff at 202-633-3030 and choose option 1 to confirm that you have reserved a place in the camp. Register by PHONE IMPORTANT: If your payment cannot be immediately processed, keep the items in your cart and remain active on the site until your Phone registration begins at 9 a.m. on Thursday, February 15. order goes through. To speak with a representative, please call 202-633-3030 and choose option 1. All phone registrations are subject to a $3 processing fee. Refund Policy A 75% refund will be issued if notification is received by the Regi ste r in PERSON Smithsonian Associates’ registration office by phone, fax, or mail at least four weeks before the start of the camp(s) for which your You may also register in person at Smithsonian Associates’ offices child is registered. No refunds or changes will be made after in the S. Dillon Ripley Center, 1100 Jefferson Dr., SW, Suite 3077, that time. Camps are nontransferable. beginning at 9 a.m. on Thursday, February 15. Please note that camps sell out quickly . 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 • Names and phone numbers of adults designated to pick • Insurance company name, phone number, policy number, up your child from camp (with written permission, adult and policyholder’s name supervision may be waived for campers 13 years or older to travel home on their own. Forms are filled out the first • Allergies and/or dietary restrictions day of camp.) • Medical problems or special needs • Permission that your child may be photographed during • Permission for treatment authorization and liability release camp activities by official Smithsonian photographers • Medication Form Your registration will not be complete without this information. Please visit and use the Forms tab at (if the camper will be self-administering medication ) smithsonianassociates.org/camp to set up an account • Permission for self-medication, monitored by camp stafff and supply the needed information prior to registration. • Medication name, reason for medicine, dosage, notes smit hsoniana ssoc iates.org /camp 202-633-3030 3 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 Camps range in size from friends, and earn required volunteer hours by becoming a Youth Teaching Assistant. Visit smithsonianassociates.org/camp and select the YTA tab for 16–21 children with 2 instructors further information and to submit an application. Applications are due March 1 and selected volunteers will be notified by March 23, 2018. 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

Bees, Bugs, and Butterflies K+ Blast Off! K+ Mammal Mania Grades K Grades K–1 Grades 1–2 Take an adventure-filled journey through the Campers, pack your space suit and get ready to What do bats, tigers, horses, and pandas have in fascinating world of bugs. As they create blast off into outer space! Lead the life of an common? They’re all mammals. Campers environments, play games, hear stories, and visit astronaut for a week and plan your own space investigate the world of mammals to discover the U.S. Botanic Garden, National Zoo, and the journey by learning about a different planet each they’re great communicators, have super senses, Natural History Museum’s insect zoo, campers day. Campers make their own space suits and and even make unusual friends. Visits to the gain a deeper appreciation for creepy critters such planetary mobiles, enjoy space ice cream, and National Zoo and the Natural History, American as bees, butterflies, spiders, and more. take a trip to the Air and Space Museum. A Indian, and African Art museums, in addition to Code: 3A0-801 concluding presentation captures their adventures games, crafts, and storytelling inspire campers to and explorations. create their own animal kingdom. Code: 3A0-802 Code: 3A0-803

Two informational sessions for parents of both new and Week 1 Camps returning campers are offered on Tues., May 8. Continued on page 5 For times and location, visit smithsonianassociates.org /camp and select the For Parents tab. smit hsoniana ssoc iates.org /camp 202-633-3030 4 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 Anime Stop-Motion Museums Grades 3–5 Grades 5–7 Once almost completely unknown to the world Discover the history of stop-motion and why the outside Japan, manga (Japanese comics) and intricate art form is making its way back into Walk Like an Egyptian anime (Japanese animation) have become a popular culture through movies like The Boxtrolls Grades 2–3 global phenomenon. Campers trace the origins of and Shaun the Sheep. Campers visit the Portrait manga drawing and anime films through the Freer Gallery and American Art and American History Travel back in time to discover the civilization of and Sackler collections of Japanese art. They draw museums for inspiration as they learn how to ancient Egypt. After exploring exhibits at the and develop their own characters and discover the bring inanimate objects to life through stop- Natural History Museum and the Freer and tricks to creating and applying the illusion of three- motion animation. On Friday, campers premiere Sackler Galleries, campers learn about the dimensionality to their works. their own films. pyramids, the secrets of the pharaohs, hieroglyphics, mummies, deities, the Rosetta Code: 3A0-807 Code: 3A0-810 Stone, and more fascinating aspects of Egyptian history. During the week, they create their own ancient world, then invite family and friends to Hogwarts at the Smithsonian Mystery Theatre experience it on Friday. Grades 4–6 Grades 6–9 Code: 3A0-804 Accio wisdom! Inspired by the Harry Potter series, Was it Ms. White in the Castle with the campers visit Smithsonian museums to learn candlestick? Or Mr. Green in the Sackler with the Mastering the Masters about the history, mythology, and science behind knife? Young actors play improvisational games J.K. Rowling’s beloved books. They study the and learn playwriting techniques to create their Grades 2–4 chemistry of potions, explore medicinal plants, own Smithsonian-inspired murder-mystery drama. Ever look at a piece of art in a museum and and learn about creatures from mythology, all in With all the spies, lies, and intrigue, will you be wonder what went into its creation? Campers get the shadow of the Smithsonian Castle. On able to figure out the culprit? Friends and family the answers on visits to the National Gallery of Art, “graduation” day, campers share illustrated are invited to attend the play’s premiere on African Art Museum, and the Hirshhorn. As they notebooks of what they’ve learned, and play for Friday. view works by the great masters, they learn about the Quiddich Cup. Code: 3A0-811 their inspirations and methods. Then campers Code: 3A0-808 head back to the studio and use their imaginations to create many different types of art Soldiers and Dioramas: influenced by what they’ve seen. At the end of the History Discovered: week, they proudly display their own masterpieces The Battle of Gettysburg in the spirit of Matisse, Kandinsky, and Picasso. The Civil Rights Era Grades 6–9 Code: 3A0-805 Grades 4–6 Campers enjoy using miniature soldiers, Throughout our national history, Americans have wargames, reference books, documentaries, and been brought together by words, actions, music, field trips to learn about this pivotal battle of the Butterfly Life and art to build movements that bring about American Civil War. To stimulate ideas for building Grades 3–4 social change. Campers explore the rich and their dioramas, they use a detailed model of the The Natural History Museum’s butterfly pavilion complex history of the Civil Rights movement as Gettysburg battlefield and trips to the National and the pollinarium at the National Zoo are the they discover the cultural expressions and political Archives and American History Museum. Campers perfect locations to learn all about the winged activism rooted in this pivotal era. They examine receive 1⁄72 scale plastic soldiers that they can and wonderful butterfly, including topics such as artifacts in the collection of the African American trade with one another and paint, and make a its life cycle, migration journey, and role in History and Culture Museum and visit exhibits at terrain board for display or wargaming with their pollination. Campers participate in daily the American History Museum, including the figures. movement and dance explorations, create actual Woolworth’s lunch counter from Code: 3A0-812 butterfly-themed art projects, and use their new- Greensboro, North Carolina, that was the site of a found knowledge to create a short performance. 1960 sit-in. They learn songs and create works sparked by their study of the people and events Code: 3A0-806 of period, and inspired and empowered by their new knowledge, present a Friday performance for family and friends. 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 5 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 Are you intrigued by the nasty, icky, and Imagine all the things you can create or design Smithsonian—with a twist. Their adventure begins disgusting parts of nature? Spend the week with paper! Visits to the U.S. Botanic Garden, the with a different Seuss book each day followed by uncovering the science behind snot, the bacteria Hirshhorn, and Cooper Hewitt (virtually) provide museum visits that make the book come alive. that live in our belly buttons, and gross creatures inspiration for campers to experience the creative Excursions include a visit to the transportation inside and outside our bodies. Campers conduct versatility of paper and cardboard. In individual exhibit at the American History Museum after experiments to grow their own fungi, use Jell-O to and collaborative work, they explore 2D and 3D reading Green Eggs and Ham , and of course, If I model how flies vomit to eat food, concoct slimy projects, papier-mâché, papermaking, and crafting Built a Zoo is followed by a trip to the National “gack,” and explore the human digestive process. wearables—and show off their projects in an Zoo. Campers bring back ideas from their visits to Bones and bodies at the Natural History Museum, exhibit. create their own Seuss-inspired world, and insect-eating and poisonous plants at the U.S. Code: 3A0-818 welcome guests into it during a Friday Botanic Garden, and artworks made of some very presentation. unusual materials spark campers’ curiosity and Code: 3A0-813 inspire their experiments and creations. Campers Hogwarts at the Smithsonian: OWLs share their own “Grossology” exhibit at the end of Grades 4–6 the week. + Building on the Hogwarts at the Smithsonian Smithsonian Sounds K Code: 3A0-816 camp in week 1, Owl campers delve deeper into Grades K–1 the mythology, history, and science behind the From to historic instruments, sheet Harry Potter books and films. Through art projects, music to recordings of animal sounds, the Music of Note science experiments, and visits to the Portrait Smithsonian reflects a wealth of musical and Grades 3–5 Gallery and National Zoo they expand their sound expressions. By using the extensive From African drumbeats to the music of Motown magical studies and powers. The week culminates collections of the American History Museum and to today’s pop superstars, the evolution of African in their own version of the Triwizard Tournament— other museums, campers explore the world of American music has influenced the sound of for those who dare. music, the wide range of sounds it encompasses, what we love to listen to today. Through in-depth Code: 3A0-819 and its connection to everyday life. They apply visits to the African American History and Culture their discoveries as they use a variety of media to Museum, campers connect the songs they hear create their own musical landscapes. with the historical and cultural changes that Worldwide Comics Code: 3A0-814 influenced popular music, and view artifacts Grades 4–6 closely tied to legendary African American performing artists. They experience singing many Using art collections from many Smithsonian styles of African American music, including galleries, campers discover the range of illustrative Collection Creations and comic styles across cultures and time Grades 1–3 channeling the onstage sprits of the Supremes, Michael Jackson, and Beyoncé. At the end of the periods. They learn how to identify what they like The Smithsonian is home to some 137 million in art, and discover storytelling and art-making objects, artworks, and specimens—and that week, family and friends are invited to a soulful final performance. techniques such as character design. Using real- number is climbing all the time. Ruby slippers, life references and world building, they spend the shrunken heads, dinosaur poop, astronaut’s Code: 3A0-817 week designing and drawing their own comics. boots, vintage advertisements, tribal textiles, and Code: 3A0-820 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 Two informational sessions on display. Inspired, campers create their own version of a Smithsonian collection, and viewers for parents of both Week 2 Camps are welcomed to its grand unveiling on Friday. Continue on page 7 Who knows what treasures it will hold. new and returning campers Code: 3A0-815 are offered on Tues., May 8. For times and location, visit smithsonianassociates.org /camp and select the For Parents tab.

smit hsoniana ssoc iates.org /camp 202-633-3030 6 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 Soldiers and Dioramas: Philadelphia Grades 6–8 Battles, 1777 In the 1242 Battle of Lake Peipus, also called the Grades 6–9 TV Smithsonian Battle on the Ice, the defeat of the Teutonic knights by Prince Alexander Nevsky marked the Campers enjoy using miniature soldiers, Grades 5–7 end of the Baltic Crusades, which attempted to wargames, reference books, documentaries, and Be the producer, writer, director, and star of your assert Catholic dominion over the still-pagan or field trips to the National Archives and American own short film. Campers work with video Orthodox Eastern Europe. Campers immerse History Museum to learn about the battles at equipment and computers to create an original themselves in the history of the Baltic Crusades Brandywine and Germantown during the television- documentary inspired by the through role-playing, games, and creating a American War of Independence. Campers use Al Smithsonian. They pick their topic, research it in medieval battle diorama with miniature hand- Gaspar’s detailed representations of both the Smithsonian collections, and then storyboard painted soldiers. A trip the Walters Art Museum’s locations to learning about the battles and and create their own films. Campers work on medieval European collection sparks their stimulate ideas for building their own dioramas. 1 both sides of the camera to learn the basics of imaginations and . Campers receive ⁄72 scale plastic soldiers that narrative structure and video production, as well they can trade with one another and paint, and Code: 3A0-822 as how to create on-camera and computer- make a terrain board for display or wargaming generated special effects. On Friday afternoon, with their figures. family and friends are invited to the world Code: 3A0-823 premieres. 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 7 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

Star-Spangled Summer K+ The Original Selfie Discover Folklife Grades K Grades 2–4 Grades 3–5 With the Fourth of July around the corner, it’s the The idea of selfies isn’t new: Artists have been Every summer the Smithsonian Folklife Festival perfect time for young campers to learn about the creating self-portraits for hundreds of years. offers the chance to meet people from history of our nation’s beginning. They view the Campers explore their sense of self through visits communities from around the world who present original Star-Spangled Banner and explore exhibits to museums on the National Mall and the Portrait their music, dance, crafts, foodways, storytelling, in the American History Museum, as well as visit Gallery. They create several types of self- and other living traditions. This year, campers get to some the Mall’s famous monuments. Campers portraiture, using everything from paint and engage with the cultural heritage of Catalonia learn to sing the national anthem and traditional drawing methods to photography and digital through fashion, feasts, and other festivities. Visits patriotic songs, and make their own flags, photo-transfer techniques. The week ends with an to museums and the festival, storytelling, and noisemakers, pinwheels, and fireworks-inspired exhibit of their work for families and friends. hands-on activities, spark campers to create their own take on a folklife festival inspired by their week art. At the end of the week, they share their Code: 3A0-828 projects with families and friends. of discovery and their own cultures. Code: 3A0-825 Whirligigs and Wild Wheels Code: 3A0-830 K+ Grades 3–5 Soldiers and Dioramas: Ninjas, Discover Folklife Campers mix art and science as they put a spin Grades K–1 on the world of kinetic possibility. They discover 16th Century Every summer the Smithsonian Folklife Festival the engineering design process as they construct Grades 4–6 offers the chance to meet people from machines to solve daily challenges and Campers enjoy using miniature soldiers, wargames, communities from around the world who present overcomplicate simple, straightforward tasks just reference books, graphic novels, and field trips to their music, dance, crafts, foodways, storytelling, for fun, in the spirit of Rube Goldberg’s wacky learn about Japan and the history of ninja warriors. and other living traditions. This year, campers get machines. They hand-manipulate wire to produce They use Al Gaspar’s terrain, miniatures, and Asian to engage with the cultural heritage of Africa, a zany 3D spinning toy, create a colorful castle to learn about the ninja weapons and tactics, Armenia, and Catalonia through fashion, feasts, interactive pinwheel, and participate in pendulum- and the 1581 samurai attack on the Iga stronghold, and other festivities. Visits to museums and the powered paintings. Visits to the Air and Space known as the greatest ninja battle. Campers receive festival, storytelling, and hands-on activities spark Museum and viewing patent models at the 25 mm-scale plastic ninjas that they can trade with campers to create their own take on a folklife American Art Museum inspire campers’ designs one another and paint, and make a terrain board festival inspired by their week of discovery and throughout the week. Full STEAM ahead! for display or wargaming with their figures. their own cultures. Code: 3A0-829 Code: 3A0-831 Code: 3A0-826 The Solar System and Beyond Customize the summer Hogwarts at the Smithsonian: NEWTs Grades 1–2 Grades 5–7 Building on the previous Hogwarts sessions, this Get ready to blast off and let imaginations soar for older campers in camp offers Harry Potter fans an even deeper when campers explore our solar system and exploration of the history, mythology, and science everything orbiting the sun. They build dioramas grades 4–9 by registering behind JK Rowling’s beloved world of wizardry. Dig and mobiles of the solar system, imagine what into new mysterious corners of the magical arts, life would be like on a different planet—and them for a single week of with more hands-on creative projects, science consider that other life forms may already be experiments, and visits to Smithsonian museums there. Visits to the Air and Space Museum and and beyond. The week culminates in our version of Udvar-Hazy Center help them discover what it's select two-week camps. the Triwizard Tournament—for those who dare! like to be an astronaut. Code: 3A0-832 Code: 3A0-827 Save $20 when you enroll your child in both Week 3 Camps Before- and After-Camp Continue on page 9 during the same week.

smithsonianassociates.org/camp 202-633-3030 8 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 July 2–6 (no camp July 4) and July 9–13 Grades 6–9 Dunkirk, on France’s northern coast, was the site of Digital Arts Mash-up a massive naval evacuation of Allied troops early in Grades 6–9 World War II, just prior to the fall of France to Nazi Germany. Campers discover the historic battles that Spend two full weeks immersed in the digital art world. Inspired by Smithsonian nearly led to an Axis victory in using historical museum collections and research, campers use computers, cameras, simple circuits, miniature gaming. Over the course of the week, and sensors to create interactive programs, games, and works of art. They develop campers learn how to build their own battlefield skills in Photoshop, programming, 3D modeling, and assembling simple electronics— diorama and paint an army of miniature soldiers. and find that by incorporating animation and sound, the creative possibilities are Visits to the Air and Space Museum enhance their endless. understanding of the wartime era’s air power. 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

ABCs 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 Campers learn about the lives and conservation While we don't know exactly how much trash is lions, campers embark on an alphabetical journey of animals around the world as they explore habi- afloat in the ocean, one thing is sure: there's a lot through the Smithsonian to discover many of its tats such as grasslands, rainforests, desert, and of it. One expedition found up to a ton of garbage per mile on remote beaches in Alaska. Campers treasures. Through visits to several museums on the poles and the animals that live there. The learn about recycling and sustainability and how the National Mall and the National Zoo, visual week includes hands-on activities, craft projects, media, and books, campers are introduced some artists have used trash to make both beautiful art science experiments, and a visit to the National and functional objects. On museum visits, they of the key objects and animals at the Zoo. Campers create a natural habitat of their Smithsonian. Throughout the week, they keep a see furniture fashioned from recycled game own for guests to view at the end of the week. journal to record their alphabet experience and pieces, portraits made from old cassette tapes, create their own renditions of what they saw. Code: 3A0-836 and a coral reef made from trash found on the beach. These provide the inspiration for their own Code: 3A0-835 trash-to-treasure ocean creations, unveiled for guests at a Friday showing. Code: 3A0-837 Manage Your Online Profile—View and edit your child’s medical information, print Flexible Spending Account receipts, Week 4 Camps and handle other administrative tasks easily online. Continue on page 10 Log into an existing account or create a new one at smithsonianassociates.org/camp. smithsonianassociates.org/camp 202-633-3030 9 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 Smithsonian Shark Tank: Big Ideas Fabulous Fibers: Art With a Story Grades 4–6 Grades 6–9 Americans have spread innovations in culture and Campers explore the world of textile art and science across the globe for centuries. Campers create their own pieces that investigate and The Superhero in You visit the Air and Space Museum, the Q?rius Lab, interpret narratives and social justice. They learn Grades 2–4 and the American History Museum to explore the about a variety of textile techniques including wet Campers discover power and possibility within entrepreneurs and creations that changed felting, needle felting, embroidery, and weaving to themselves through the exciting process of America and the world. They then develop their spark their creativity. They visit the Textile creating a super-identity. Inspired by the tales of own big-idea innovations, and polish their Museum and museums on the National Mall to super-humans, gods, and heroes of history (as elevator speeches to be presented before our view artworks that can help guide them to their well as visits to the Air and Space Museum and own judges at the end of the week. final gallery showcase. the Hirshhorn), campers craft an identity that Code: 3A0-841 Code: 3A0-843 reflects the superhero they really are—or would like to be. These super alter egos provide the inspiration for comic books, short stories, Pinhole Photography Soldiers and Dioramas: The American costumes, sets, and other forms of creative Grades 5–7 Expeditionary Force adventures. Friends and families are invited into Discover a whole new way of seeing the world Grades 6–9 their fantasy world to browse a comic library that through the use of pinhole camera. This showcases the super-campers’ stories. technique has a rich and fascinating photographic Campers enjoy using miniature soldiers, Code: 3A0-838 history. Campers shoot images and process film wargames, reference books, graphic histories, and from the camera, which creatively distorts images. field trips to learn about the American They experiment with perspective, ghost imagery, Expeditionary Force’s exploits in World War I. They Dioramas: Ice Age and multiple- image exposure. Campers also visit use Al Gaspar’s miniature battlefields of the Belleau woods and the second Marne to learn Grades 4–6 various photography exhibits in museums on the National Mall to view and discuss the works of about these battles and stimulate ideas for Put on your winter gear and trek across ancient 1 well-known photographers. building their own dioramas. Campers receive ⁄72 ice sheets to find out how Neanderthals and later scale plastic soldiers that they can trade with one Code: 3A0-842 humans lived. Create an Ice-Age diorama another and paint, and make a terrain board for populated with mammoths, mastodons, saber- display or wargaming with their figures. toothed cats, glyptodons, ground sloths, cave bears, and other species. Create cave art and join Code: 3A0-844 the hunt by scale-model figures and playing games with your diorama. Top it off with visits to the Natural History Museum and National Two-week intensive camp Zoo to compare modern arctic animals with extinct megafauna. Code: 3A0-840 Weeks 4+5 July 9–13 and July 16–20 Constructing the Smithsonian in 3D Grades 7—9 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, , and construction are reflected throughout the Smithsonian. They Save $20 when you 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 enroll your child in both 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 Before- and After-Camp 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 during the same week. 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 10 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 Grade 2–3 Grades 4–5 Wild animals emerge from the imaginations of Patterns abound at the Smithsonian. They’re found Tired of playing those same, boring video games? young campers as they create prints, collages, in mosaics, kente cloth, prints, animal fur, flags, and Learn to design your own in this high-tech camp. crafts, and sculpture based on the importance of many, many more forms. After an introduction to Drawing inspiration from the Smithsonian’s animals in traditional Native American, Asian, and organic and man-made patterns, campers explore museums, campers use a video-game engine to African-American art. They explore each culture patterns in art, architecture, and nature in, on, and create characters, game levels, and animation, and through their artwork and storytelling and see how around the museums on the National Mall. They learn the ins and outs of game design and their contributions influence art today. Campers embark on a sketching tour and create their own development. visit various Smithsonian museums and the patterns through a variety of artistic methods, Code: 3A0-852 National Zoo. including gyutako prints, weaving, and clay. Code: 3A0-846 Code: 3A0-849 Dioramas: The Elves of Lord of Me, Myself, and I K+ Monster Mash the Rings Grades K–1 Grades 3-5 Grades 4-6 Since the Renaissance, artists have used self- Who doesn’t love monsters, mummies, The Lord of the Rings trilogy comes alive at the portraiture to explore a basic question: Who am I? werewolves, and vampires? Through visits to Smithsonian. In Tolkien’s fictional world, elves are Young artists find their own answers as they Smithsonian museums and the National Zoo, described as the fairest and wisest of all creatures explore the Portrait Gallery and the American campers become savvy at spotting these creatures of Middle Earth. The Ñoldorin elves, in particular, Indian Museum to learn about the techniques and and channel their inner mad scientist as they learn possess skills and knowledge that to men appear creative approaches that artists use in self-portraits. about entomology, electricity, and more. They magical. Campers visit the Walters Art Museum in They then create their own, choosing the create their own black-and-white monster movie Baltimore and the National Gallery of Art for expression, posture, clothing, backgrounds, colors, for an exclusive Friday screening. inspiration, and then bring the story’s characters and their adventures to life through gaming, and style that express their real self as they Code: 3A0-850 produce a series of portraits that tell the world creating miniature paintings, and building a many stories about who they are. diorama. Code: 3A0-847 President for a Week Code: 3A0-853 Grades 3–5 Campers learn about democracy, the electoral Growing Green Gardens process, and our government by devising their Grades 1–2 own political campaigns and running for president. Week 5 Camps Through the artist’s eyes, the scientist’s They use resources and inspirations found in Continue on page 12 microscope, and the lens of culture, campers Smithsonian museums and local historic sites to explore the gardens surrounding the Smithsonian develop their political platforms, create campaign museums and exhibits at the U.S. Botanic Garden materials, and enhance their public-speaking skills and the National Arboretum. They investigate how as they write and deliver speeches. They also plants grow, discover the inspirations for inventions follow in presidential footsteps with trips to Mount that came from plants, and recognize the Vernon, the Washington Monument, Lincoln importance of diverse ecosystems surrounding Memorial, and the American History Museum. plants that include worms and pollinators. Campers Code: 3A0-851 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 Customize the summer for older campers in grades 4–9 by registering them for a single week of select two-week camps.

smithsonianassociates.org/camp 202-633-3030 11 Week 5 JULY 16–20 Mon. to Fri., 9:30 a.m. to 4:30 p.m.

Members $395; Nonmembers $460 Week 5 Camps Continued from page 11 Soldiers and Dioramas: Barbary Papermaking and Book Arts Pirates, 1800 Grades 7–9 In today’s’ digital world, paper and book arts persist Big Art Grades 6–9 Grades 6–9 as essential tools and creative mediums. Campers Campers enjoy using miniature soldiers, ships, make “papyrus” and other specialty papers. They Campers think big—like Leonardo da Vinci, Jackson wargames, reference books, and field trips to the experiment with decorative techniques such as Pollock, and Diego Rivera—as they create murals American History Museum and African Art rubbing, embossing, and marbleizing. Using and large-scale collaborative paintings. Visits to Museum to learn about the United States’ fight traditional and nontraditional construction methods, Smithsonian museums and gardens, as well as the with the Barbary pirates of North Africa in the early campers incorporate their handmade papers into a surrounding federal buildings, provide inspiration as years of the 19th century. Campers use Al Gaspar’s series of hand bound-journals, and create uniquely they create a full-room mural, as well as individual terrain, miniatures, and ships to learn about U.S. shaped snake books, tunnel books, and accordion paintings and drawings to take home. Army Lieutenant William Eaton’s attack on the books. Code: 3A0-854 fortified city of Derna and stimulate ideas for Code: 3A0-856 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

Week 6 JULY 23–27 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 Imagine Washington, D.C., 110 million years ago From Martin Luther King, Jr. to Neil Armstrong to watery world as they visit Sant Ocean Hall at the as a swampy landscape filled with dinosaurs. paleontologist Sue Hendrickson, explore the Natural History Museum, the American History Campers get the chance to investigate it as junior stories of the people behind some of the great Museum, and the National Zoo. Along the way, paleontologists, exploring prehistoric eras and the moments in American history. Campers explore they learn about fish, sharks, and sting rays; varieties and unique traits of the dinosaurs that the contributions of the Founding Fathers, Native lobsters, oysters and crabs; octopus, eels, and roamed our backyards long, long ago. They learn Americans, civil-rights activists, and many others jellyfish; and sea mammals such as otters, what it means to be a real paleontologist by who helped to build our nation. They discover whales, and dolphins. They discover the lore of doing some fossil digging themselves. how people showed heroism through acts of famous ships, pirates, and sea captains who Code: 3A0-858 nonviolent protest and through their powerful explored the world’s great oceans and mythical words. Campers create their own history books, characters such as Poseidon, mermaids, and the draw their own heroes, and re-enact some amazing hippocamp. Campers display their memorable historic events. knowledge and craftsmanship through their own Code: 3A0-859 coral reef exhibits. Code: 3A0-857 For more detailed information about camp policies, visit smithsonianassociates.org/camp and select the Week 6 Camps For Parents or FAQ tab. Continue on page 13 smithsonianassociates.org/camp 202-633-3030 12 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 What’s Old Is New Dioramas: Athens vs. Sparta Grades 4–6 Grades 4–6 With a little creativity, young makers go beyond Campers travel back to ancient Greece after the mere recycling by transforming commonly Persian Wars to discover the struggle for dominance Up, Up, and Away discarded materials and electronic parts into new, between Athens and Sparta. Through a study of the useful devices. Campers learn the history of geography of battle sites and architecture of Greek Grades 2–3 sustainable engineering and examine the cities, as well as the motivations of the people who It's a bird! It's a plane! It's a dragonfly! Have you development of solar power and useful lived there, campers build a diorama and paint ever wondered how things fly? And why is it that inventions that changed daily life at the American figures, then apply what they’ve learned to a birds and insects can fly, but people can't? History Museum. Inspired by the ingenuity of historical strategy game. Visits to the Walters Art Campers get some clues through visits to the Air creations from Burning Man installed in the Museum and the American History Museum help and Space and Natural History museums and Renwick Gallery and the resourcefulness of campers recreate the time period. NASA’s Goddard Space Flight Center. They learn everyday makers featured at the Natural History Code: 3A0-863 about the Wright Brothers, Amelia Earhart, Bessie Museum, campers design and build their own Coleman, and Charles Lindbergh, as well as sustainably sourced and powered gadgets and mythical flying characters such as Icarus, Pegasus, fashion solar-powered battery chargers. They and gargoyles. They test their new aeronautical open the doors to their own “Hall of Invention— Week 6 Camps knowledge by building paper airplanes, Remixed” at a Friday presentation. Continue on page 14 helicopters, and kites. Code: 3A0-862 Code: 3A0-860 Native Treasures Be ready on registration day! Grades 3–5 Campers travel through time to explore the riches of Native American culture and create a wide You can set up an account prior to variety of art projects inspired by folklore, music, language, and dance. They also hear stories about registration, and provide your campe r’s animals and their significance in the Native American world and embark on a totem animal hunt. Visits to the Natural History and American medical and other information today. Indian museums and the National Zoo spark ideas and themes. Code: 3A0-861 Visit SmithsonianAssociates.org/Camp

Two-week intensive ca mp

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

smit hsoniana ssoc iates.org /camp 202-633-3030 13 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 Soldiers and Dioramas: Grades 6–8 The Siege of Osaka, 1615 The Animated World What goes into making a museum? Campers Grades 6–9 Grades 5–7 explore the process of building a museum, from creation to collection to curation. They visit Campers enjoy using miniature soldiers, ships, The art of animation has never been more Smithsonian museums and speak to professionals wargames, reference books, graphic novels, and exciting—or more popular. We love the magical about what goes into creating a display, an exhibit, field trips to the Freer and Sackler Galleries to learn worlds and characters it creates in anime and and an entire museum. They also use many about 17th century Japan and the siege of Osaka advertising and Pixar and Disney films. Campers different materials and making techniques to create in 1615. They use terrain, miniatures, and Asian visit the Freer and Sackler Galleries, the American their own museum, which opens its doors for a castles to learn about samurai history, weapons, Art Museum, and (digitally) the Cartoon Museum Friday presentation. and tactics, and the winter attack on the fortified in Ohio to discover the history of animation and city to build their own dioramas. They receive 1⁄72 its various forms, from flipbooks to stop-motion to Code: 3A0-865 scale plastic samurai that they can trade with one computer-generated GIFs. They try their hand at another and paint, and make terrain boards for creating their own stories and an animated short. display or wargaming with their figures. Code: 3A0-864 Code: 3A0-866

Two-week intensive ca mp

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.

smit hsoniana ssoc iates.org /camp 202-633-3030 14 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

Around the World K+ Totem Animals Improv Comedy: Refried History Grade K Grades 2–3 Grades 5–7 Take a trip around the world! Campers spend Campers explore a wide range of Native American Campers discover the fundamentals of comic each day studying the cultures of different nations as they study the history and cultural improvisation as they study American history. The continents during visits to various Smithsonian significance of totem animals. In-depth visits to the fun begins as they create their own takes on museums, including the Freer and Sackler American Indian Museum offer an understanding concepts like “What about the guy who got tired Galleries, and the Natural History, African Art, and of the of animals in the Native of rowing Washington across the Delaware?” or the American Indian museums. They read and American world and of the connections between “What other things might Neil Armstrong have retell traditional stories, make instruments, masks, its culture and nature itself. Campers embark on said when he first walked on the moon?” Friday’s puppets, paintings, and other crafts, and learn totem hunts at the National Zoo and the Natural showcase features classic improv games and related songs and games. History Museum, and create artworks inspired by invites the audience to suggest historical events they’d like to see get a comic twist. Code: 3A0-869 the nations’ many totems. Code: 3A0-872 Code: 3A0-875 K+ Dream Big Dinosaurs and Dioramas: Digital Photography Grade K–1 Prehistoric Seas Campers bring their ideas to life as they Grades 6–9 investigate, innovate, and invent! Trips to the Grades 3–5 Ever wonder how those photos of people Spark!Lab and in-depth exploration of the Large, agile reptiles filled the planet’s oceans, hovering in air or doing other amazing things are Lemelson Hall of Invention and Innovation at the lakes, and rivers millions of years ago during the made? With Photoshop software, anything is American History Museum challenge campers and Jurassic and Cretaceous periods. To discover the possible in the realm of digital photography. inspire new ways of solving problems. They amazing variety of these creatures and their Participants learn about filters, border effects, expand their concepts of what’s possible with a habitats, campers visit the Natural History inkjet manipulation, and creating “old time” digital trip to the Air and Space Museum. Campers Museum, play games, watch related photos and portraits. The Smithsonian’s grounds experience every step of the invention process documentaries, and create their own underwater provide a backdrop for creative shooting, and a through the week, culminating in a collection of diorama board to take home. photography exhibition rounds out the week. fresh ideas, sketches, and prototypes—and a Code: 3A0-873 (Campers provide their own digital camera) finalized invention ready to market. Code: 3A0-876 Code: 3A0-870 Ghostbusting, Smithsonian Style Grades 4–5 Soldiers and Dioramas: The Age of Dinosaurs Campers explore the real-life history of The Winter War, 1939 Grades 1–2 ghostspotting and ghostbusting through hands-on Grades 6–9 Explore fascinating prehistoric eras through this activities and visits to Smithsonian museums and Campers enjoy using miniature soldiers, interactive camp that combines biology, beyond. They look at the science behind so-called wargames, reference books, documentaries, and paleontology, botany, and art. Campers visit the “sprit photography” and create their own ghostly trips to the American History and Air and Space Natural History Museum, National Zoo, and the photographs, learn a bit about Sumerian museums and the Cryptologic Museum to learn U.S. Botanic Garden to learn about fossil mythology (to be prepared for Gozer the about the 1939 Winter War in which the Soviet formation, prehistoric plants, and the wide variety Gozerian ), and make their own movie-inspired Union attacked Finland. They use miniatures and of dinosaurs that roamed the earth millions of ghostbusting tools. Family and friends are invited to terrain boards to learn about the important battles years ago. They craft their own dino eggs, fossils, witness an exciting demonstration on Friday. Who of Soumussalmi and Raate Road, and the United and terrain to create a Jurassic diorama that gets knows what ghostly guests might materialize? States’ secret world of code-making and -breaking unveiled at a closing presentation. Code: 3A0-874 to stimulate ideas for building their own dioramas. Code: 3A0-871 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. For more detailed information about camp policies, Code: 3A0-877 visit smithsonianassociates.org/camp and select the For Parents or FAQ tab.

smit hsoniana ssoc iates.org /camp 202-633-3030 15 Week 8 AUGUST 6– 10 Mon. to Fri., 9:30 a.m. to 4:30 p.m.

Members $395; Nonmembers $460

Print This! K+ Science at the Smithsonian Time Machine: China Grade K Grades 2-3 Grades 2–3 Before the printing press, printmaking was not From anthropology to zoology, astrophysics to Travel through 4,000 years of fascinating Chinese considered an art form but rather a form of paleontology, more than 500 Smithsonian’s history and arts to experience one of the great communication. Campers express their artistic scientists around the world are examining many ancient cultures of the world. From giant pandas ideas by using traditional and modern printmaking of today’s most complex intriguing and to paper dragons, campers journey across the Silk techniques. They use color, lines, quirky patterns, sometimes-urgent topics. Each day, campers Road and surround themselves with the local and whimsical images on potato prints, discover how science and museums come wildlife, traditions, and celebrations of China. Visits monoprints, gyotaku (Japanese fish printing), together as they embark on an exploration of a to the Freer and Sackler Galleries, the National collagraphs, and screen prints (on paper, T-shirts, different aspect of science at the Smithsonian. Zoo, and the Natural History Museum inspire and bags) to demonstrate that printing is indeed They visit the Natural History and Air and Space them as they practice the art of calligraphy, an art. museums and Q?rius Lab to understand the sample authentic Chinese cuisine, paint delicate Code: 3A0-878 reach of the work being done here. They play and fans, dig into the history of the Terracotta Warriors, create games, participate in hands-on-activities and learn some basics of Mandarin Chinese. At + and share their experiences with families at the the end of the week, campers welcome guests Eco-Heroes K end of the week. into an immersive exhibit. Grades K–1 Code: 3A0-881 Code: 3A0-882 Campers discover fun ways to make our planet a bit greener—and better for all of us—as they learn Nothing Up My Sleeve about the ecological connections between the people and creatures that call it home. They Customize the summer Grades 4–6 explore many kinds of living organisms as they Ever wanted to make something disappear, pull a dig into gardening, discover what life in the sea is rabbit out of a hat, or amaze your friends with like, conduct their own science experiments, and for older campers in your super-awesome magical abilities? Campers create eco-themed art. discover the history of magic through visits to the Code: 3A0-879 grades 4 –9 by registering Houdini Magic Collection at the Library of Congress and the Natural History Museum’s them for a single week of mummy exhibit. They explore the evolution of the World Storybook art of stage magic and conjure up some of their own tricks and props to entertain friends and Grades 1–2 select two-week camps. family. A picture may be worth a thousand words, but Code: 3A0-883 objects contain stories. Campers explore a variety of cultures through myths and legends surrounding objects and artifacts found in Save $20 when you The Space Race Smithsonian collections. With an inspiring visit to Grades 4–6 a different museum each day, they dive into new Campers, strap on your rocket and discover the cultures through story, crafting, and drama. enroll your child in both history of the Cold War and the technological Campers create significant objects that tell their innovations that were a product of it. Explore the own tales, and share their stories in a dramatic Before- and After-Camp Space Race to put the first human on the moon. concluding showcase and gallery. Create your own model NASA and Russian Code: 3A0-880 rockets, visit the Air and Space Museum and the during the same week. 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

smit hsoniana ssoc iates.org /camp 202-633-3030 16 Week 8 AUGUST 7– 11 Mon. to Fri., 9:30 a.m. to 4:30 p.m.

Members $395; Nonmembers $460

Week 8 Camps Flights of Fantasy Soldiers and Dioramas: Continued from page 16 Grades 6–9 Stalingrad, 1942–43 Do you dream of dragons, elves, or alien worlds? Grades 6–9 Following in the tradition of great fantasy literature like the Harry Potter stories, The Lord of the Campers enjoy using miniature soldiers, Rings , The Wizard of Oz , and Peter Pan , campers wargames, reference books, documentaries, and Pirates of the Smithsonian explore the genres of fantasy and science-fiction trips to the American History and Air and Space Grade 4–6 by creating their own mystical worlds while museums, and the Cryptologic Museum to learn Did you know Benjamin Franklin had a secret honing their writing skills. They develop intriguing about World War II’s Eastern Front, with particular pirate fleet? Through museum visits and hands-on characters and enchanted creatures to inhabit focus on Germany’s extended siege of the city of activities, campers delve into the history of their new world. They create a map of their Stalingrad. They use Al Gaspar’s miniatures and pirates, piracy, and the high seas. They stave off imaginary realm, play fantasy games, and terrain boards to learn about this important battle scurvy with seagoing fare, create detailed treasure improvise and perform scenes from their favorite and stimulate ideas for building their own 1 maps, learn pirate lingo, listen to nautical songs, fairy tales and sci-fi stories. Smithsonian dioramas. They receive ⁄72 scale plastic soldiers create their own swashbuckling personas, and museums and the mysteries they hold provide that they can trade with one another and paint, explore the science behind sailing ships and inspiration for the new worlds campers create in and make terrain boards for display or wargaming cannon fire. They even uncover D.C.’s connections this hands-on, interdisciplinary camp. with their figures. to pirate history. Code: 3A0-887 Code: 3A0-888 Code: 3A0-885 Advanced Video Game Design Grades 5–7 Two-week intensive ca mp 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 Weeks 8+9 August 7 –11 and August 13 –17 elaborate and complex games. Draw inspiration from the Smithsonian’s museums to create The Power of the Mask characters, game levels, and animation and dig deeper into the video-game design process. Grades 4–6 Campers take home a flash drive with their From the Inuit to African tribes to the Japanese Noh theater tradition, masks have completed games at the end of the week. long been an integral part of culture and identity. Campers visit Smithsonian Code: 3A0-886 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.

smit hsoniana ssoc iates.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

My Trip to the Moon K+ Culture Camp: African Coast Muppet Treasure Island Grade K Grades 2–3 Grade 4–6 Campers, get ready to pack your space suit and Travel across the Indian Ocean to explore the Shiver me timbers, the Muppets have taken over blast off to outer space. Participants lead the life diverse culture and artwork of the Swahili people the high seas! Campers set sail with Kermit, Sam of an astronaut for a week and plan their own of coastal East Africa. Campers visit the African Art Eagle, and their crew as they chart their own lunar journey by learning about a different planet Museum and African American History and exciting voyage inspired by the Smithsonian and its each day. They make their own space suits and Culture Museum to discover the distinctive treasure-filled exhibits. They create their own planet mobiles, enjoy space ice cream, and take a characteristics of the region’s art, as well as how Muppet and props, view exhibits on seagoing trip to the Air and Space Museum. A concluding Swahili culture reflects influences from throughout history (including pirate lore) and historic coins at presentation captures their adventures and Europe and Asia. They create their own pieces of the American History Museum, and visit a pirate explorations. Swahili-inspired art and invite friends and family vessel at National Harbor for some practical Code: 3A0-890 to view them at a Friday exhibit. experience in swashbuckling. Code: 3A0-894 Code: 3A0-897 Pattern Hunters K+ Grades K–1 Mission to Mars Our Amazing Brain All kinds of patterns are found in art, architecture, Grades 3–5 Grades 4–6 literature, music, and nature, achieved through The idea of living on Mars has been a staple of Explore the wonders of that marvelous engine of the use of color, lines, or shapes. Campers science fiction since the 19th century, and NASA imagination and ideas that drive us, from the spark discover the many bright, beautiful, and colorful hopes to have a manned mission to the planet by behind its tiny neurons to how it lets us ponder big patterns found throughout the Smithsonian as 2030. Astronauts-in-training blast off to the Red questions of the universe. Through experiments, they explore museum collections, buildings, and Planet as they learn about current and past NASA group projects, games, and models, campers get gardens. They use their findings to create projects, hear from experts, and visit the Air and insights into the nature of the brain and how it mosaics, beadwork, rubbings, and other art Space Museum and the Udvar-Hazy Center. works. To inspire their own scientific and artistic projects. Campers complete an astronaut-training obstacle projects, they create optical illusions, compare Code: 3A0-891 course, design a Mars Rover, and experience a human brains to those of animals at the Natural of what it’s like to live on the planet. History Museum, consider artificial intelligence at Code: 3A0-895 the Air and Space Museum, and examine visual Moving Art representations of minds and memories at the Grades 1–2 American Art Museum. Can art really move? Campers learn to create in Video Games: Design and Play Code: 3A0-898 the styles of innovative American artists Jackson Grades 4–5 Pollock (who poured and splashed paint) and Tired of playing those same, boring video games? Alexander Calder (who defined the mobile as art), Learn to design your own in this high-tech camp. as well as traditional puppet masters who use Drawing inspiration from the Smithsonian’s Week 9 Camps shadow silhouettes to tell stories. They explore museums, campers use a video-game engine to Continued from page 19 concepts of motion by rolling balls down ramps, create characters, game levels, and animation, painting with moving marbles, spinning tops, and learn the ins and outs of game design and making spin art, experimenting with balance while development. making mobiles, and letting gravity help them Code: 3A0-896 paint. Campers also learn the basics of physics while creating their very own masterpieces—which they set in motion for a Friday presentation. Code: 3A0-892 Imagination Station Be ready on registration day! Grades 2–3 You can set up an account prior to registration, All aboard for a fantastic journey into the creative process. Campers spend part of the day listening and provide your campe r’s medical and to classic children’s books read aloud, and then create their own stories inspired by visits to Smithsonian museums. These tales provide the other information. basis for original short plays performed at the week’s concluding presentation. Visit smithsonianassociates.org /camp. Code: 3A0-893 smit hsoniana ssoc iates.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

Week 9 Camps Soldiers and Dioramas: Bastogne, Continued from page 18 1944–45 Grades 6–9 Campers enjoy using miniature soldiers, Camps range in size wargames, reference books, documentaries, and Sketch Comedy trips to the National World War II Memorial and from 16–21 children the Air and Space and American History Grades 6–9 museums, to explore key aspects of the Battle Who doesn’t love a good laugh? Campers learn of the Bulge. They use Al Gaspar’s detailed with 2 instructors how to develop unique characters and unusual representation to learn about the war and the situations that show off their comic talents in a conflicts around Bastogne and stimulate ideas in each camp. series of short sketches suitable for the stage, for building their own dioramas. They receive 1⁄72 screen, or YouTube. Friends and family are scale plastic soldiers that they can trade with invited to the performance and cast party on one another and paint, and make terrain boards Friday. You’ll laugh, you’ll cry, and you won’t for display or wargaming with their figures. even have to set the DVR! 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.

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