Apple's Camp at Home Teaches Video, Art, Design & Code Creation
Laura McQuarrie — July 13, 2020 — Marketing
References: apple & designtaxi
Apple is known for hosting in-store sessions like Apple Camp for youth and this year the experience looks a little different with Apple Camp at home but it promises to be as educational as ever. The activity book designed for kids ages eight to 12 was created to be easy to follow, giving kids the guidance they need to learn how to create everything from video and art content to design and coded creations.
The free Apple Camp at Home experience takes the form of a self-guided activity book and it's supported by 30-minute virtual sessions with Apple Store Creatives. The 38-page resource includes three projects in all, and offers hours of education and entertainment that families can work through together. Within the activity book, there are also coloring pages and completion certificates.
Image Credit: Apple
The free Apple Camp at Home experience takes the form of a self-guided activity book and it's supported by 30-minute virtual sessions with Apple Store Creatives. The 38-page resource includes three projects in all, and offers hours of education and entertainment that families can work through together. Within the activity book, there are also coloring pages and completion certificates.
Image Credit: Apple
Trend Themes
1. Virtual Learning - The shift to online education opens up opportunities for interactive and engaging virtual learning experiences.
2. Youth Creativity - There is a growing demand for activities and programs that promote creativity and skill development among young children.
3. Guided Self-study - Self-guided activity books provide an opportunity for independent learning and exploration for children.
Industry Implications
1. Education - The education industry can explore new ways to deliver engaging and interactive online learning experiences for children.
2. Entertainment - The entertainment industry can leverage the demand for creative activities and content to develop engaging products and experiences for children.
3. Technology - Technology companies can develop innovative tools and platforms for self-guided learning and skill development for children.
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