Anne Arundel
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   The Gifted/Talented program...Serving more children more often

Academic Competitions

The following is a list, though not exclusive, of academic challenges at local, state, and national levels in which schools may elect to participate. Contact the Talent Development teacher in your elementary school or call the main office in your secondary school to obtain specific information. Brief descriptions and website links are included.


24 Game card

24 Game

By Kids For Kids winners

By Kids For Kids

Continental Math League

Continental Math League

MESA

MESA

Destination ImagiNation Participants

Destination Imagination

Robotics competition

Robotics

The Stock Market Game

Stock Market Game

National and Maryland History Days

History Day

24 Game - Grades 3-8

“Knowing the answer is always 24 alleviates a classic brand of math anxiety—getting the right answer—and instead puts the emphasis on the process and patterns, what I like to call ‘the method behind the math.’ ”                           Robert Sun, Inventor of the 24 Game

In Anne Arundel County, this popular game of mathematical computation, has students competing in one of three levels: Grade 3; grades 4/5; grades 6-8. School winners compete in regional competitions held in April, from which the top performers advance to the countywide competition in May.

For more information about the 24 Game and First in Math, visit http://www.24game.com

By Kids For Kids (BKFK) - Grades 3-8

By Kids For Kids involves an inventive thinking process that incorporates classroom learning into real world applications. Students build upon their creativity and inquisitive thinking in design and discovery to become inventors and consumers.

Maryland is the first to endorse the program statewide; activities have been aligned with the Maryland Content Standards. Its corporate partners include Xerox, G.E. Scholastic, and Mattel. Special events and media will promote design competitions, marketing the student's invention/product, and will assist in getting a patent for the winners.

This program, free of cost, is open to all Maryland students who are motivated to create ideas and inventions that other kids can use. BKFK provides the materials: coaching tools for teachers; a Toolkit that includes the Teacher Manual and student workbooks; and online support. The BKFK website gives more information on membership, current and past winners and their inventions, as well as an historical snapshot of young inventors of the past. Go to www.bkfk.com

Continental Math League (CML), Inc. - Grades 3-9

The Continental Math League invites students all grade levels who have above average mental mathematical skills and reading skills. Participation will demonstrate progress in the art of problem-solving and analytical reasoning capabilities.

Students can begin developing their ability to solve problems at an early age. In grades 2-3 they will participate in three meets with six questions per meet. In the Pythagorean or Euclidean Divisions students in grades 4-9 will participate in increasingly difficult meets.

Books covering sample challenging math questions for each grade level and division are available online here. The website also provides information of the National Science League, the National Social Studies League, the National Geography Challenge, the National Language Arts League, the Java Computer Contest, and National Current Events League.

MESA (Mathematics, Engineering and Science Achievement)

Maryland MESA is a structured, K-12, precollege program designed to prepare students for academic and professional careers in mathematics, engineering, science, and technology. The program's goals are to 1) increase the number of engineers, scientists, mathematicians, and related professionals at technical and management levels, and 2) serve as a driving force in encouraging and assisting minorities and females in achieving success in these fields. “We continue to strive towards our vision of providing a superior education process that enables all Maryland students to achieve and contribute to their full potential. We accomplish these goals by partnering with school systems, colleges and universities, industry and business, government, community organizations, families, and alumni. These partnerships provide enriching activities and programs for students in the fields of mathematics, engineering, science, and technology.”  ~Maryland MESA

MESA is a competition-based club for elementary through high school students, with a focus on underrepresented groups. Students research, plan, and create projects ranging from storybook theme park rides to trebuchets. Teachers lead discussions and learning activities which teach skills necessary for success in college.

For more information, visit their website at http://www.jhuapl.edu/mesa/

Destination ImagiNation Grades K-12

Each year, five Team Challenges are unveiled to an anxiously awaiting audience of more than 400,000 kids worldwide. Written by volunteers who are well versed in Destination ImagiNation's wacky brand of curriculum, the challenges are carefully concocted brainteasers that challenge kids by purposefully stimulating the different senses we use to learn. An additional Team Challenge written especially for the Primary Level team has also been developed.

Teams of up to seven members choose one Team Challenge and spend several months perfecting their solutions. The culmination of the year is a series of Tournaments, where Teams demonstrate their unique solutions to teams of Appraisers. Preview a brief summary of all the Team Challenges here.

Complete challenges are available online. To download them click on any of the titles below. You will be asked to create a login to the DI-ONLINE system. Once you have created a login, you will be able to download the files. All information you provide will be kept within the organization. It will be used to allow us to provide you with registration, Tournament and other information. For more information please read our privacy policy.

Only AACPS Schools teams who have registered their team(s) through the Advanced Co-Curricular Programs Office may request financial assistance for Global competitions.

Robotics: FIRST LEGO League (FLL) - Ages 6-9
and Junior FIRST LEGO League (JFLL) - Ages 9-14

The FIRST LEGO League (FLL), considered the "little league" of the FIRST Robotics Competition, is the result of a partnership between FIRST and the LEGO Group. FLL extends the FIRST concept of inspiring and celebrating science and technology to children aged 9-14, using real-world context and hands-on experimentation.

With the help of LEGO MINDSTORMS Robotics Invention System technology, young participants can build a robot and compete in an event designed for their age group. Students use elements such as sensors, motors, and gears to gain hands-on experience in engineering and computer programming principles as they construct and program their unique robot inventions.

The Junior FIRST LEGO League (JFLL) piloted this competition during the 2005 season. These students aged 6-9 were introduced to core concepts of all FIRST programs that introduced children to science, technology, and engineering. The teams and an adult mentor received a mini challenge based on the FLL research project. The students spent a month exploring, investigating, designing, and building a model made with LEGO bricks on a 15 x 15 base plate.

Projects culminate in an official tournament which includes time to meet with reviewers to share their experiences and receive recognition for their efforts.

Maryland / National History Day - Grades 6-12

Through the National History Day contest, students in grades 6-12 engage in discovery and interpretation of historical topics related to an annual theme. In the process, they hone their talents and produce creative and scholarly projects in the form of exhibits, documentaries, historical papers, or performances. After a series of district and state contests, the program culminates with a national competition at the University of Maryland in College Park each June.

For more information visit their web page at www.nationalhistoryday.org.

The Stock Market Game - Grades 4-12

The Stock Market Game gives students the chance to invest a hypothetical $100,00 in a real-time portfolio. In grades 4 and 5, students use the SMG Program to reinforce math skills, such as converting fractions to decimals. As students buy and sell investments in their fantasy portfolios, they make practical use of cross-curricular skills and knowledge in areas such as math, history, civics, and language skills. They learn economic concepts in context, such as the value of investing and saving for the future.

AACPS Schools teams are requested to alert the Advanced Co-Curricular Programs Office of their participation.  Several teachers have requested substitute time to attend year end awards ceremonies with their winning teams.

For further information on materials, resources and registration go to www.smg2000.org.

 

Education is the most powerful weapon which you can use to change the world.
    --Nelson Mandela