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Running a LEGO Summer Camp Part 4: Choosing Activities

Jun 2026
← Part 3: Counselors Part 4 of 4 ← Part 3: Counselors

In this fourth and final blog in our LEGO summer robotics camps series, we will focus on designing a cohesive series of activities for students. We’ll touch on activity goals, present a general timeline for activities, and then present three activity trajectories, one each for K-2, 3-5, and 5-8. 

What are goals for children? 

Since this is summer camp, the main goal for the students is to have fun in an engaging way. Robotics gives children the hands-on opportunities to engage in numerous engineering-related experiences, including the engineering design process, problem-solving, and collaboration. Through these open-ended experiences, students feel a strong sense of agency and self-efficacy because there are many moments during an activity when they get to make choices about their designs. Open-ended activities also help all children participate because they allow students to build on their own assets and interests.  

Sample Activity Timeline

Creating a routine for activities will help your campers understand what is expected of them and provide predictability, which is important to many children.

1
Activity Introduction
10 min
2
Brainstorming and Planning
5-15 min

The duration will depend on the children's ages and the complexity of the activity.

3
Building
15-30 min

Children should be testing as they work.

4
Mid-Design Share
5-15 min

The duration will depend on the children's ages and the complexity of the activity. We don't suggest this for quick activities. The purpose of sharing is for children to share what they are having trouble with and for others to offer suggestions. It should be done while students are still building.

5
Building
15-90 min

The duration will depend on the activity. Building time will be longer as the week progresses.

6
Testing
Varies

You may have a testing station in which case you will want all children to test out their final designs. This might be incorporated into the final share.

7
Final Share
Varies

The amount of time depends on whether children do a gallery walk or each group presents their designs.

Activity Sequences

Individual activities should build on one another so that children will progressively learn the skills needed for later activities. This includes robotics skills as well as soft skills such as collaboration. Introductory activities should not only introduce the materials, but also establish norms. We usually start the first day with an activity unrelated to robotics that helps children understand they will be working collaboratively and have the freedom to be creative and follow their own ideas. We then move to activities that help build specific skills before moving to very open-ended ones.  

The following three sample activity sequences illustrate how to link separate learning activities into a cohesive, complete summer camp curriculum. The activity sequences are divided into three separate grade bands: K-2, 3-5, and 6-8. We divide students and activities into these grade bands to align with students’ average developmental readiness and needs. Within each sample activity sequence, we have provided some examples of various supporting materials including: lesson plans, placemats, and student handouts. We are sharing what we have developed to give you an idea of what is possible.

Over the course of these activity sequences, students will strengthen their awareness of engineering, build problem-solving skills, and develop emerging computer science competencies.

Although there are duplicate activities between sequences, each activity is structured to allow students to work on age-appropriate skills.

45 min Free Build

This can be done while campers arrive as you wait for all participants.

Build something that represents something exciting about this summer. At the end, they share what they have built and one piece that they thought was cool.

Campers gainexperience with the pieces and with public speaking.
30 min Bingo

Play bingo with LEGO pieces.

Campers learn the names of the pieces.

Campers gainknowledge of the names of the pieces.
20 min Build Your Name or Initials

Put pieces together to build names. A constraint can be using specific pieces such as connector pegs.

Campers gain experience building with pieces they may not have used before.

Campers gainexperience building with pieces they may not have used before.
60 min Silly Walks

Design a robot that moves forward without wheels. Campers share all Silly Walkers at the same time so they can see each other's designs.

Campers gain experience in building a robot, thinking creatively, and understanding that there can be more than one solution, even when everyone has the same materials.

Campers gainexperience in building a robot, thinking creatively, and understanding that there can be more than one solution, even when everyone has the same materials.
60 min Kinetic Sculpture

Build a robot that is a kinetic sculpture and uses one sensor.

Campers will gain experience using motors and a sensor. They will have a better understanding of sturdy building.

Campers gainexperience using motors and a sensor. They will have a better understanding of sturdy building.
60 min Boogie to the Beat

Construct a character that can perform different “dance moves.” Then, create a program that uses motor controls and loops to code the character to perform a choreographed dance sequence.

Campers explore how they can use hardware and software design as a form of creative expression.

Campers gainhow they can use hardware and software design as a form of creative expression.
90 min Animatronic Animals

Construct an animatronic “animal” that can respond to its environment. Program the “animal” to exhibit different behaviors depending on which colors the sensor detects.

Campers explore how sensors enable hardware to interact with real-world events.

Campers gainhow sensors enable hardware to interact with real-world events.
30 min Free Build

This can be done while campers arrive as you wait for all participants.

Build something that represents something exciting about this summer. At the end they share what they have built and one piece that they thought was cool.

Campers gain experience with the pieces and with public speaking.

Campers gainexperience with the pieces and with public speaking.
20 min Bingo

Play bingo with LEGO pieces.

Campers learn the names of the pieces.

Campers gainknowledge of the names of the pieces.
10 min Build Your Name or Initials

Put pieces together to build names. A constraint can be the use of specific pieces, such as connector pegs.

Campers gain experience building with pieces they may not have used before.

Campers gainexperience building with pieces they may not have used before.
45 min Backscratcher

Build a device that can be used as a backscratcher. Before campers begin, discuss the criteria for a good backscratcher (e.g., extends reach, is sturdy).

Campers gain understanding of the role of constraints in design. Campers gain understanding of the necessity of sturdy building.

Campers gainunderstanding of the role of constraints in design. Campers gain understanding of the necessity of sturdy building.
45 min Silly Walks

Design a robot that moves forward without wheels. Campers share all Silly Walkers at the same time so they can see each others' designs.

Campers get experience building a robot, thinking creatively, and understanding that there can be more than one solution even if everyone has the same materials.

Campers gainexperience building a robot, thinking creatively, and understanding that there can be more than one solution even if everyone has the same materials.
45 min Boogie to the Beat

Construct a character that can perform dance. Use loops, motor and music commands to program both the character's movements and musical output, culminating in a choreographed musical performance.

Campers explore how they can use hardware and software design as a form of creative expression.

Campers gainhow they can use hardware and software design as a form of creative expression.
45 min Ball Launcher

Design a machine to throw a small plastic ball as far as possible, and that uses one sensor. Outline constraints, such as size and allowed materials.

Campers get experience combining motors and sensors. Campers will understand the role constraints play in design.

Campers gainexperience combining motors and sensors. Campers will understand the role constraints play in design.
60 min Animatronic Animals

Construct an animatronic “animal” that can respond to its environment. Program the “animal” to exhibit different behaviors depending on which colors the sensor detects. An extension is to have animals dig like a specific animal.

Campers explore the foundations of autonomous behavior in the technologies around them and how to make their own “smart” hardware with sensors.

Campers gainthe foundations of autonomous behavior in the technologies around them and how to make their own “smart” hardware with sensors.
45-60 min Train

Build a train that goes from point A to B, returns to A, and uses more than one sensor.

Campers gain experience in building and programming with multiple sensors.

Campers gainexperience in building and programming with multiple sensors.
45 min Rescue Mission

Write a short scene about a brave character on a journey to rescue someone or something. Then build characters, design key moments in the journey, and program the hero's actions.

Through this activity, campers explore multimedia expression by combining writing, hardware, and software into a cohesive presentation.

Campers gainmultimedia expression by combining writing, hardware, and software into a cohesive presentation.
60 min Ocean Clean-Up

Design and construct a device to pick up trash on the ocean floor. Campers can see the trash (water bottles, LEGO pieces, etc.) they will be picking up before they begin designing. Designs may include devices that push or pick up garbage. Students can test their designs before the final trial.

Campers gain experience making design changes based on testing results and constructing devices that move in two ways (the mover and the arm/pusher).

Campers gainexperience making design changes based on testing results and constructing devices that move in two ways (the mover and the arm/pusher).
120 min Final Project: Mascot

Design and construct a mascot for an imaginary sports team. Program the mascot to respond to various game events and perform a choreographed halftime show.

Campers learn about the different aspects of parallel and sequential programs, as well as how to make hardware behave autonomously in response to pre-programmed sensor events.

Campers gainthe different aspects of parallel and sequential programs, as well as how to make hardware behave autonomously in response to pre-programmed sensor events.
30 min Free Build

This can be done while campers arrive as you wait for all participants.

Build something that represents something exciting about this summer. At the end, they share what they have built and one piece that they thought was cool.

Campers gain experience with the pieces and with speaking in public.

Campers gainexperience with the pieces and with speaking in public.
20 min Bingo

Play bingo with LEGO pieces.

Campers learn the names of the pieces.

Campers gainknowledge of the names of the pieces.
10 min Build Your Name or Initials

Put pieces together to build names. A constraint can be the use of specific pieces, such as connector pegs.

Campers gain experience building with pieces they may not have used before.

Campers gainexperience building with pieces they may not have used before.
45 min Bear Chair

Build a chair structure strong enough to support a stuffed animal or a heavy doll.

Campers explore concepts related to sturdy design, including balance, force, bracing, and strength.

Campers gainconcepts related to sturdy design, including balance, force, bracing, and strength.
60 min Silly Walks

Design a robot that moves forward without wheels. Campers share all Silly Walkers at the same time so they can see each other's designs.

Campers gain experience building a robot, thinking creatively, and understanding that there can be more than one solution, even when everyone has the same materials.

Campers gainexperience building a robot, thinking creatively, and understanding that there can be more than one solution, even when everyone has the same materials.
45 min Train

Build a train that goes from point A to B, returns to A, and uses more than one sensor.

Campers gain experience in building and programming with multiple sensors.

Campers gainexperience in building and programming with multiple sensors.
45 min Delivery Dynamics

Design and construct a cross-city food delivery system. Program delivery vehicles to respond to different city locations and restaurant orders by triggering motor movements, sounds, and delivery sequences.

Campers learn about event-driven programming, sequential actions, and how sensors can be used to make hardware respond autonomously to different locations in a designed environment.

Campers gainevent-driven programming, sequential actions, and how sensors can be used to make hardware respond autonomously to different locations in a designed environment.
75 min Introduction to Gears & Fishing Rod

Build a motorized fishing rod that uses gears. (Campers will also need string. You can make fish (laminated fish images) and attach them with a paper clip. Campers can have a magnet at the end of their string.)

Campers will gain experience incorporating gears into their robotic designs.

Campers gainexperience incorporating gears into their robotic designs.
45 min Clean Sweep

Design and construct a device to clean the floor. Campers can see the trash (LEGO pieces, etc.) they will be picking up before they begin designing. Designs may include devices that push or pick up garbage. Students can test their designs before the final trial.

Campers gain experience making design changes based on testing results and constructing devices that move in two ways (the mover and the arm/pusher).

Campers gainexperience making design changes based on testing results and constructing devices that move in two ways (the mover and the arm/pusher).
60 min Grabber Mechanism

Design and build a device that picks up LEGO bricks. It can be handheld or on a fixed base. Campers can decide how they will program their device to open and close.

Campers will work toward specific design criteria and on programming a robot to function with precision.

Campers gainspecific design criteria and on programming a robot to function with precision.
60 min Remote Rover

Design and construct a rover for an extraterrestrial exploration mission. Program the rover to respond to remote-control commands as it travels across alien terrain, collects samples, and completes mission challenges.

Campers learn how sensors can be used as inputs to control hardware, while exploring how programmed single- and double-motor sequences can help a robot navigate and interact with its environment.

Campers gainhow sensors can be used as inputs to control hardware, while exploring how programmed single- and double-motor sequences can help a robot navigate and interact with its environment.
45 min Musical Instruments

Design and construct a musical instrument using LEGO Education bricks, motors, sensors, and an AI camera. Program the instrument to respond to gestures, motor movements, or sensor inputs by playing sounds, changing rhythms, or triggering different musical patterns.

Campers learn how sensors and AI can be used as inputs for creative expression, while exploring how hardware, software, and machine learning can work together to create interactive media.

Campers gainhow sensors and AI can be used as inputs for creative expression, while exploring how hardware, software, and machine learning can work together to create interactive media.
90-120 min Parade Float

Design and construct a parade float that represents your team. Program the float to move, play music, and respond to audience interactions through programmed motor sequences and sensor-triggered features.

Campers learn how hardware and software can work together to create expressive and interactive designs, while also exploring how sensors, motors, and sound can bring a multimedia presentation to life.

Campers gainhow hardware and software can work together to create expressive and interactive designs, while also exploring how sensors, motors, and sound can bring a multimedia presentation to life.

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