VEX 123 Spark & Move

VEX 123 Spark & Move

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8/3/2026 - 8/7/2026 | Ages 6-7 | VEX Robotics
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VEX 123 Spark & Move
Camper's Age: Ages 6-8
Camp Topic: Robotics
Camp Week: Week 10 (August 3-7)
Gaming: No gaming

VEX 123 Spark & Move: Tiny Robots, Big Ideas

Parents & Coaches: A playful, screen-optional robotics camp using VEX 123 to build early coding, problem-solving, and collaboration skills. Activities include storytelling, design, and real-world themes such as community care, nature exploration, and creative arts. No prior experience needed.

Kids: Meet your tiny robot buddy! Tap to code, lay out color-coded commands, and guide your robot through stories like Pet Care Patrol, Garden Guardians, and Dance Party DJ. Try ideas, test them, and make them even better together!

What This Connects To

  • Platform: VEX 123 with touch-to-code and colored coding tiles; optional 123 Field and Art Ring.
  • Core skills: Algorithmic thinking, sequencing, debugging, pattern recognition, spatial reasoning, teamwork, and reflection.
  • Mindset: Safe, supportive space to take risks, celebrate “first drafts,” and iterate with kindness and courage.

Materials

  • VEX 123 robots (1 per pair or small group)
  • VEX 123 coding tiles and 123 Field (grids/mats)
  • Art supplies: markers, paper tape, cardstock, stickers, craft foam
  • Decor props: mini animals/people, building cutouts, flowers, hearts/stars
  • Optional: 123 Art Ring for costumes, themed mats, timer for challenges, camera for short clips

Daily Structure

  • 4 one-hour sessions per day (S1–S4)
  • Suggested rotating roles: Storyteller (theme/voice), Programmer (tile planner), Engineer (course builder), Debugger (tester/observer), Presenter (share)
  • Choice boards with “Try First” and “Level Up” tasks to differentiate

Day 1: Hello, Hero Bot! — Learn the Moves

Focus: Tap-to-code basics, simple sequences, start/stop, and turns.

  1. S1: Meet & Greet — Bot Basics Explore forward, turn left/right, and rest. Decorate your bot with a name badge and a tiny costume using the Art Ring (optional).
    Extension: Create a character card with three “signature moves” your bot can perform on command.
  2. S2: Park Path — Bench to Blanket Build a “First Day at the Park” route: start bench → fountain → picnic blanket.
    Extension: Add a scenic overlook checkpoint and narrate one line of story at each stop.
  3. S3: Fix-It Lab — Squash the Bugs If the bot misses a stop, check tile order, spacing on the mat, and turn direction.
    Extension: Make a “bug museum” poster with photos or drawings of two common mistakes and their fixes.
  4. S4: Spotlight Share — My Bot’s First Wins Introduce your bot and tell one moment when you changed your code to make it better.
    Extension: Record a 15–20 second intro video and add captions or emoji stickers.

Level Up:

  • Add a “pause to wave” moment at the fountain.
  • Include a gentle zig-zag trail using repeated movements.
  • Record a 10–15 second clip of your successful route.

Day 2: Garden Guardians — Pattern Power

Focus: Pattern recognition and reusable sequences.

  1. S1: Map Makers — Build the Garden Place flower beds, a birdbath, and a beehive stop on the field.
    Extension: Design flower bed icons in three colors and make a legend for your map.
  2. S2: Pollinator Pathways — Repeat to Reach Program a repeating “flower-to-flower” pattern (e.g., forward, right, forward, left).
    Extension: Write your pattern as an A–B chant to help teammates remember it.
  3. S3: Pattern Clinic — Find the Break Find the step where the pattern breaks; adjust turns or step counts.
    Extension: Create “pattern checkpoints” on the mat that confirm the bot is on track.
  4. S4: Garden Gallery — Show Your Sequence Show your pattern card and explain why it works in more than one spot.
    Extension: Trade patterns with another team and successfully run theirs on your garden.

Level Up:

  • Create a two-part pattern (A-B) to visit three flower colors in order.
  • Add a “rest at the birdbath” pause tile.
  • Design a tiny garden sign set with symbols for non-readers.

Day 3: Pet Care Patrol — Smart Routes

Focus: Step-by-step planning, decision points using tile choices, and route planning on a grid.

  1. S1: Pet Planner — Who Gets Fed First? Place three pet homes (cat, dog, bunny). Deliver food in the right order.
    Extension: Add pet personality cards (e.g., shy cat = quieter route with fewer turns).
  2. S2: Arrow Map — Plan Before You Code On a mini-map, draw arrows and list your tiles before building the route.
    Extension: Color-code your arrows to match the tile types for easier debugging.
  3. S3: Plan B Paths — Detour Decisions Create an alternate path if the “dog is sleeping” (blocked square).
    Extension: Add a “vet visit” optional stop that changes the delivery order.
  4. S4: Strategy Circle — What Helped Most? What clue helped most? Arrow map? Counting steps? Turn landmarks?
    Extension: Record a quick “strategy tip” audio note to help next day’s team.

Level Up:

  • Add a “return to base” step after deliveries.
  • Include a helper stop to “pick up a leash” before visiting the dog.
  • Time-trial: run twice and aim for consistent results.

Day 4: Dance Floor Designs — Code a Show

Focus: Expressive coding, rhythm, and choreography on the grid.

  1. S1: Move Library — Pick Your Dance Steps Pick 4–6 movements as “dance moves” (step, turn, pause).
    Extension: Assign each move a symbol and make a “choreo key” card deck.
  2. S2: Choreo Lab — Make an 8-Count Arrange tiles to make an 8-count dance; add costume flair to your bot.
    Extension: Add a repeat section so your routine has a verse and a chorus.
  3. S3: Duo Sync — No-Crash Collab Sync two bots to meet, spin, and bow without colliding.
    Extension: Add “stage lanes” with tape and plan entrances and exits.
  4. S4: Curtain Call — Mini Show Time Perform for the group with a simple backdrop and emcee intro.
    Extension: Create a show program with act names and performers.

Level Up:

  • Create a chorus that repeats twice.
  • Design stage marks (stars/hearts) so bots hit the same “beats.”
  • Story add-on: give your dance a title and a short theme line.

Day 5: Kindness Quest — Community Challenge

Focus: Integrate skills: plan, code, test, present.

  1. S1: Town Build — Map the Mission Build a small town map with a library, clinic, and community garden.
    Extension: Add a safe route to a playground and a crosswalk stop.
  2. S2: Delivery Design — Kindness Route Program a route that delivers “notes of kindness” to all locations and returns home.
    Extension: Include a rule card: if a road is blocked, visit the clinic first.
  3. S3: Tinker Time — Test and Tweak Adjust turns/steps and mark the grid with arrows or stickers for clarity.
    Extension: Create a checklist for a substitute driver to run your route accurately.
  4. S4: Grand Finale — One-Minute Showcase 1-minute team share: your theme, trickiest bug, and what you changed to fix it.
    Extension: Film a final demo and add title screens with your team name.

Level Up:

  • Add a detour rule if a road is “blocked.”
  • Create a simple replay card so another team can run your quest.
  • Record a short video of your final mission for your portfolio.

Why This Works

  • Choice-rich themes: pets, gardens, dance, community care, and storytelling.
  • Creative expression: decorate bots, build sets, and narrate missions.
  • Supportive teamwork: rotating roles ensure every voice is heard and celebrated.

Camp Essentials

  • Ages: 6 to 7 years old.
  • Dates: Monday, 8/3/2026 to Friday, 8/7/2026
  • Times:
    • Full-Day,8:30 AM–5:00 PM
    • AM, 8:30 AM - 1:00 PM
    • PM, 12:30 PM - 5:00 PM
  • Location: 2171 Ivy Rd, Charlottesville, VA 22903
  • What to Bring: Water bottle, lunch, and one or two light snacks.
  • Video gaming: Not allowed
  • Tech Provided: Computers and robotics kits (for in‑camp use only; equipment stays with us).
  • Skill Level: Beginners welcome; no prior coding experience required
  • Dress Code: Comfortable clothes; indoor‑friendly shoes
  • Contact: camps@yblueridgeboost.com • (434) 260‑0636
  • Allergies/Medical: Share details during registration; bring any necessary meds
  • Behavior & Safety: Kindness first; follow staff directions; internet safety rules apply

Note: The camps listed as ages 6 to 12 will be divided by age into two groups.

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Enrichment and tutoring in Math and Computing for any student who wants to learn. Led by Ana Nora Evans in Charlottesville, Virginia.
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