Our Wonderlab+ website launched at the end of 2022, providing SMG with its first online destination designed especially for families with low to medium science capital. Here are 5 things that we’ve learned (so far) about how audiences are using the website.
Sophie Nicoll shares our experiences of developing a new interactive “Explore it, Make it”, designed to engage audiences with our collection.
Jess Sashaw, SMG Academy Programme Leader, shares her experience of developing a series of self-led training videos for teachers and group leaders.
We have just launched Wonderlab+, the first ever website specially designed for children and families from The Science Museum Group. Wonderlab+ showcases our games, videos and hands-on activities, as well as offering a new way to interact in the form of quizzes.
Maxwell Hamilton describes how we challenged ourselves to reflect on the everyday examples, and the language we used in content we created for BBC Bitesize Daily as part of Science Week. He shares how we worked to make the content relevant to the audience of at home students.
In the second of two posts, Lauren Ding discusses the process of turning our downloadable hands-on resources into easily sharable videos, exploring how we used our engagement reflection points to make them as accessible as possible.
Following the success of our online hands-on activities, we want to further promote them to as wide an audience as possible. In the first of two posts, Lauren Ding, Digital Editor, Learning for the Science Museum Group, shares why we chose to develop videos.
Emilia McKenzie, Digital Manager, Learning for the Science Museum Group, presented at the Museums and the Web conference in Boston in April 2019. Here she shares an abridged summary of the workshop she delivered, which focused on using digital to facilitate object engagement.
Using digital storytelling to help children reflect on their relationship with STEM. Part 2…
In part 2 of this mini series we look at how we took the idea of a chat-based experience and developed it further to create our brief for a science capital-informed narrative driven game.
Using digital storytelling to help children reflect on their relationship with STEM. Part 1…
How do you bring a complex research-informed idea to a digital experience for children 7-13 years old… and make it engaging, fun and encouraging reflection on everyday life?
What we’ve learned about publishing our learning resources online.