Andy Lickley, SMG Academy Programme Leader, shares his experiences of developing workshops for families which helped to support everyone to get involved at the National Railway Museum.
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.
Our Great Object Hunts invite people to follow their curiosity and find everyday examples and applications of STEM both in and beyond our museums. Charlotte Pike, resources Learning Producer shares why these are such a popular activity, and the work that goes into developing them.
Hands-on making activities are an essential part of our learning resources offer. Our activities use easy to find materials and give people the opportunity to get creative with science and maths at home and in the classroom. Jess Sashaw discusses our newly developed set of maths resources.
How did we develop a family activity trail for Medicine: The Wellcome Galleries at the Science Museum, London? Laurel Mackie, Content Programmer, Medicine Galleries, Science Museum, shares the process and key elements of the resource.
To coincide with the anniversary of the Apollo Moon missions, Charlie Pike, our Learning Producer, shares how we created our Chatterbox Challenge random challenge generator to explore the theme of space in the Science Museum.
In part 4 of our mini-series, Josh Blair, Digital Product Manager at Science Museum Group, and Ben Templeton, Creative Director at game studio Thought Den, discuss the project highs and lows now it has finally launched.
In part 3 of this mini-series, design studio Thought Den show how they responded to an ambitious brief from the Science Museum Group.
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.
Over the past few months we, at the Science Museum, have been working in partnership with TES and the Arts Council England.