How can we help people feel that science is something that they can do? Helen Loft, a Science Museum Explainer, reflects on her work engaging visitors in Wonderlab: The Equinor Gallery.
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.
When most people think of engineering, greasy hands and overalls might come to mind. Yet look around you and behind almost everything you see, you will find the work of an engineer…
In part 3 of this mini-series, design studio Thought Den show how they responded to an ambitious brief from the Science Museum Group.
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.
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?
When thinking about what science capital in practice can mean, we find it helpful to visit other museums and science centres to find good examples of how they engage their audiences.
In November 2017 I was given the opportunity to visit the Museum of Tomorrow in Rio de Janeiro, Brazil.
I’ve recently attended a training session delivered by the Science Museum’s Enterprising Science project team around science capital and how we can use it in our work.
Science is a social and creative endeavour.
‘Not for me’.
With amazing authentic objects, cutting edge science stories and hands on experiences, museums and science centres are a rich learning resource that spark curiosity and show how science has transformed all our lives.