The Art of Winning - Maths Mastery and
Building your own Gaming Joystick

Senior STEM Camp for Years 3 to 11

24-28 July 2023: Face to Face at Baden-Powell House, 65 Queens Gate, SW7 5JS

 

This camp is all about the Mathematical, Programming and Electronic world of game playing and winning. In Programming, LondonSMP’s teaching is at the forefront of helping children become creators of software rather than consumers. If gaming is fun, developing a game can be even more enjoyable and satisfying.

In Maths, pupils will study the mathematics of games and symmetries, including how to find winning strategies and discovering and learning about algorithms that can help. 

Educational highlights of this camp include:

  • understanding the mathematics of games and how they can be won, from mathematical algorithms to game theory

  • programming classes for every level from coding in Scratch to Object Orientated programming in Java

  • electronics, mechanics and gravitational forces for ages 8 to 10 as they build their take home project

  • discovering signal processing, serial communication, conditional operators, boolean logic, functions and loops for ages 11 and over as they build their take home gaming joystick and program their computer game

Our pupil to teacher ratio is always 6 to 1 with participants taught in small classes based on their age and experience in each subject.

Places are limited, please register your interest HERE.   

 

In Electronics and Robotics, children will work on different projects by age group:

The Electric Marble Run for pupils aged 8 to 10

Pupils will each have the opportunity to build their own innovative project, an Electric Marble Run, involving mechanics, physics and electronics. 

Pupils will construct a centrifugal marble run. This is attached to a mechanism they will also build where a large rotating wheel collects each ball from the base of the run and, through rotation, lifts it to the top where it exits to run again. The ‘lifting’ wheel is driven through gears by an electric motor. 

Our campers will learn electronics and safety in electronics before connecting the motor to the required batteries to make their machine work. This project is fun, extremely satisfying to build and mesmerising to watch. The educational benefits to pupils are:

  • developing engineering skills: pupils will need to design and assemble the ball track and lifting wheel, ensuring all the components work together effectively. This involves planning, prototyping, troubleshooting, and iterating to achieve the desired outcome

  • understanding mechanical principles: pupils will gain a practical understanding of various mechanical principles, specifically gear transmission with different sizes and gear ratios. This hands-on experience helps them grasp concepts related to motion, rotation, and mechanical systems

  • applying scientific knowledge: pupils will apply their scientific knowledge in a practical context using their understanding of concepts such as force, motion, energy and how electricity works as they set up the electric motor that spins the big wheel to catch the marbles

  • promoting problem-solving and critical thinking: to complete the project pupils will encounter challenges and obstacles that require problem-solving and critical thinking. They will need to troubleshoot issues, find solutions, and make adjustments to ensure the smooth functioning of the components

Once each child’s model is complete at the end of the week they can take it home to demonstrate what they have learned and achieved.

Places are limited, please register your interest HERE.   

Custom Gaming Controller with Programmable Processor

In this project, pupils over the age of 11 will have the opportunity to create their own custom controller that uses two joysticks to operate a game. The project is divided into two main parts: hardware and software.

Starting with hardware first, students will build their own controller using an ESP32 chip which will later help them to gain an understanding of signal processing and serial communication between external devices and computers.

The second part will focus on software development. Students will utilize Processing, a Java-based programming language, to create a computer game and establish a connection to the joystick inputs. They will explore conditional operators, boolean logic, functions, and loops, as well as the basics of Object-Oriented programming. To move the game character, students will apply their knowledge of geometrical vectors, represented as instances of the PVector class.

The learning outcomes from this project are:
  • hardware skills: students will develop skills in building hardware components, using an ESP32 chip. They will also learn about signal processing and serial communication between external devices and computers

  • software skills: students will gain experience with Processing, a Java-based programming language, and learn how to create a game from scratch. They will also learn how to connect the game to the joystick inputs and utilize conditional operators, boolean logic, functions, and loops to create game logic

  • Object-Oriented Programming: students will gain a foundational understanding of Object-Oriented programming concepts, such as encapsulation, inheritance, and polymorphism, through their work with Processing

  • vector maths: pupils will apply their knowledge of geometrical vectors and the PVector class to control the movement of game characters using the joystick inputs

  • project-based learning: pupils will engage in a project-based learning experience which promotes problem-solving, creativity, and collaboration. Through the project, pupils will develop critical thinking skills and the ability to apply what they have learned in a practical setting

This is a take-home project and pupils can use it as part of their skills portfolio right up to university application level.

In Maths, all groups will have a Maths Mastery class each day which relates to games and how to devise winning strategies using mathematics. 

Participants can also join an optional 9am Maths Problem Solving class where children will tackle different levels of UKMT challenges from the Primary Maths Challenge and International Kangaroo up to more senior levels looking at Senior UKMT challenges.

Here are more details of what will be studied by each Year group during the camp:

Years 3-4

Mathematical games are an excellent example of tasks that combine serious learning with enjoyment. We will examine a wide variety of games that our pupils can play through which they will gain a good understanding of what a winning strategy is. Participants will analyse a series of games using important mathematical tools and concepts including graphs, invariants and symmetry.

Years 5-6

Pupils will study the mathematics of games and symmetries, including how to find winning strategies and discovering and learning about algorithms that can help.  

Years 7-9

Pupils will study the mathematics of games and symmetries, including how to find winning strategies and discovering and learning about algorithms that can help.

Years 10-11

Pupils will study games that rely upon randomness and learn all about Markov chains. Pupils will also study Game Theory and its application in business.

In Programming, whether your child is already a confident coder or just starting out, we will create the most appropriate small study group for them, based on their age and experience. 

Format and fees for the senior face to face camp:

  • pupil to teacher ratio of 6:1
  • participants are taught in small groups, tailored by similarity of age and ability, in individual classrooms
  • camp times: 10am to 3pm
  • or from 9am for an extra hour of problem solving and/or from 3pm to 4pm with our chess class. There is a supplement of £25 for each additional session booked
  • fees are £595 for five days. It is not possible to join for a shorter period

Places are limited, please register your interest HERE.