Ages ~6–12 · grades K–8 · teacher-facing
Every session's core move — predict, change one thing, compare, name what the machine did — already works with children; most of these activities began life in a K–12 classroom. What changes is the language, the pacing, and one hard rule: children never need accounts or live AI tools. The simulations carry the whole investigation.
Children do the activity with their own bodies and crayons before any screen appears. The tool then confirms what they already experienced.
Every camp tool is account-free and generates nothing live — classroom-safe by construction. Children observe and investigate; any live generation happens on the teacher's screen, if at all.
Replace mechanism vocabulary with verbs kids can test: the computer guesses the next word, fills in the picture, forgets between frames. Never "the computer thinks" or "knows."
The naming rule survives intact: not "it was weird," but "it always drew ___" or "it changed ___ when I ___." Sentence stems on the board do the work.
The recurring frame for bias and authorship: a person chose the pictures it learned from, a person decides what to do with its guess — and the kids are the people who check it.