The Science of Superpowers Camp-PCS
The Science of Superpowers Camp-PCS
The Science of Superpowers Camp-PCS

The Science of Superpowers Camp

The world of comic books is full of heroes, villains, challenges and triumphs — and the heroes need help! Ready to see just what it takes to be super? In this freshly redesigned favorite, students answer the call for aid by dissecting superhero skill-sets to uncover the science behind super powers.

Through 12 days of hands-on exercises in biology, engineering and technology, students fly alongside Superman, sling webs with Spider-Man and recognize the real-life heroes of our world. Dive head first into the pages of comic books where collaboration, communication and community awareness reign supreme.

Digital Download for Super Powers Camp only $129.00!
Curriculum Sample

Grades: 1-3 Students: Up to 30 Contact Hours: 12+

    Recommended Settings: 

    • Summer camps
    • Elementary school classrooms looking for hands-on STEM experiences
    • After-school programs 
    • Homeschool environments


      • Purchases of $500 or more come with 30 minutes of free webinar training.
      • Purchases of $1000 or more come with 1 hour of free webinar training.
      • Additional training available for purchase
        • Sterilite tub (18 gal) - 1
        • Ball Pump - 1
        • Balloons - 50
        • BrickLAB classic BrickPacks - 4
        • Cloth tape measure - 2
        • Colored pencils (12 pk) - 5
        • Dry erase markers - 15
        • Dry erase pockets - 15
        • Headbands - 3
        • Magnets - 16
        • Masking tape (60 yards) - 1
        • Mesh bag for cleaning bricks - 1
        • Paper clips - 200
        • Pencil sharpeners - 5
        • Post-it-Notes (100 ct) - 1
        • Scissors - 1
        • SloMo bump balls (4”) - 6
        • String (475 ft) - 1
        • Toothbrush - 8
        • Wheel, Tire and Axle Set (450+ parts)- 1
        • Yarn (256 yrd skein) - 1

        Digital curriculum download comes with Instructor Guide only, which includes master copies of all student curriculum pages.


        • Curriculum for 12 activities. Each activity can accommodate a 1 hour segment, or can be adjusted for different time blocks.
        • Materials for documenting, recording, and reflecting
        • Creative supplies for creating models
        • Informational posters on some of the inspirational animals behind superpowers
        • Superhero masks to help students channel their own inner-hero
        • Instructor guide
        • Camp background information
        • Collaboration and discussion tips
        • Activity and assessment materials

        Lesson Titles:

        Day 1 - The Origin Story
        Day 2 - The Man of Steel
        Day 3 - The Amazonian Princess
        Day 4 - The Caped Crusader
        Day 5 - The Web-Slinger
        Day 6 - Super Senses
        Day 7 - The Star-Spangled Avenger
        Day 8 - Forces of Nature
        Day 9 - Superhero Training Camp
        Day 10 - The Prince of Puzzles
        Day 11 - The Ace of Knaves
        Day 12 - Superhero Hall of Fame

         Common Core State Standards for Mathematics

        • CCSS.MATH.CONTENT.K.CC.B.5. Count to tell the number of objects.

        • CCSS.MATH.CONTENT.1.NBT.C.4. Use place value understanding and properties of operations to add and subtract.

        • CCSS.MATH.CONTENT.1.MD.A.1. & CCSS.MATH. CONTENT.1.MD.A.2 Measure lengths indirectly and by iterating length units.

        • CCSS.MATH.CONTENT.2.0A.A.1. Represent and solve problems involving addition and subtraction.

        • CCSS.MATH.CONTENT.2.MD.A.1. Measure and estimate lengths in standard units.


        International Society for Technology in Education (ISTE) Standards for Students

        • ISTE-S.3.d Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.

        • ISTE-S.4.a Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.

        • ISTE-S.4.c Students develop, test and refine prototypes as part of a cyclical design process.

        • ISTE-S.5.a.c Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.

        • ISTE-S.6.b Students create original works or responsibly repurpose or remix digital resources into new creations.

        • ISTE-S.7.c Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.


        Habits of Mind

        • Applying Past Knowledge to New Situations

        • Creating, Innovating, and Imagining  

        • Listening with Understanding and Empathy

        • Finding Humor

        • Gathering Data through All Senses

        • Listening with Understanding and Empathy

        • Managing Impulsivity

        • Questioning and Posing Problems

        • Persisting

        • Remaining Open to Continuous Learning

        • Responding with Wonderment and Awe

        • Striving for Accuracy

        • Taking Responsible Risks

        • Thinking about Thinking

        • Thinking and Communicating with Clarity and Precision

        • Thinking Flexibly

        • Thinking Interdependently


        Next Generation Science Standards

        • NGSS 1-LS1-1. Use materials to design a solution to a human problem by mimicking how plants and/or animals use their external parts to help them survive, grow, and meet their needs.

        • NGSS 2-PS1-3 .Make observations to construct an evidence-based account of how an object made of a small set of pieces can be disassembled and made into a new object.

        • NGSS 3-PS2-1. Plan and conduct an investigation to provide evidence of the effects of balanced and unbalanced forces on the motion of an object.

        • NGSS 3-PS2-2. Make observations and/or measurements of an object’s motion to provide evidence that a pattern can be used to predict future motion.

        • NGSS 3-PS2-3. Ask questions to determine the cause and effect relationships of electric or magnetic interactions between two objects not in contact with each other.

        • NGSS 3-PS2-4. Define a simple design problem that can be solved by applying scientific ideas about magnets

        • NGSS K-2-ETS1-1. Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.

        • NGSS K-2-ETS1-2. Develop a simple sketch, drawing or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.

        • NGSS K-2-ETS1-3. Analyze data from tests of two objects designed to solve the same problem to compare the strengths and weaknesses of how each performs.


        21st Century Skills

        • Communication and Collaboration

        • Creativity and Innovation

        • Critical Thinking and Problem Solving

        • Flexibility and Adaptability

        • Information, Media, and Technology Literacy

        • Initiative and Self-Direction

        • Leadership and Responsibility

        • Productivity and Accountability

        • Social and Cross-Cultural Skills 


        Click images below to view PDF 


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