Interactive exhibit sales gallery
Making Energy UsefulWe use technologies to turn energy from nature into electricity and fuel that we can use in our daily lives. If using energy from any source takes its toll on the planet, how should we decide which ones to use?
The range of interpretative elements on gallery work well for the target audience. Visitors appreciated the mix of physical and non-physical elements. On entering the gallery the overwhelming majority of families and school groups are attracted to interpretive elements with physical interaction for example software interactive 'Making Energy Useful'. This appears to be because they are interesting to watch.
Summative Evaluation of Energy Fuelling the Future Gallery, Science Museum.
We use technologies to turn energy from nature into electricity and fuel that we can use in our daily lives. If using energy from any source takes its toll on the planet, how should we decide which ones to use?
The fossil fuels we burn take their toll on the planet, but so does using nuclear energy - and even renewable sources like the wind and the Sun.
‘Making Energy Useful' is a two-player competition to capture energy resources. Match the resource, for example wind, to the right technology, such as a turbine - and win points. Sounds easy - except you work the controls with your feet!
Players jump on control pads set in the gallery floor to control activity on a large plasma screen in front of them. Their aim is to ‘capture’ natural energy resources such as wind, flowing water or oil with the appropriate technology and turn it into useful electricity or fuel.
We use technologies to turn energy from nature into electricity and fuel that we can use in our daily lives. If using energy from any source takes its toll on the planet, how should we decide which ones to use? We’ve built amazing machines to capture useable energy from the world around us. But like the fossil fuels we burn in our power stations and cars, nuclear and renewable energy sources like the wind and the sun each have their own impacts on our environment. For more information and key messages, see the downloadable PDF document.
National Curriculum Key Stages 2 and 3; children (age 7-14) and their teachers and families with children age 7-14 years.
This piece can be found on the in the ‘Energy – Fuelling the Future Gallery’ 2nd Floor at the Science Museum
This piece requires:
2.4 Ghz Pentium 4 with 512 MB RAM. With Windows 2000 and Pixel Perfect graphics card to get plasma resolution. For Display: 42” Plasma display.Piece requires BIOS settings with no special settings. Input devices 2 sets touch sensitive footpads using keyboard controller. Windows NT 4 Service Pack 6. Settings 853 x 480 pixels True Colour
Described as an ‘interactive playground’ the Energy- Fuelling the Future Gallery is an internationally acclaimed and incredibly popular gallery. As part of our interactive product offer, in collaboration with leading built environment designers Casson Mann we can offer the opportunity to purchase designs of Science Museum specification interactive exhibit housing for your environment to recreate the Energy gallery’s unique ‘look and feel.’ The Energy Gallery built environment has been designed to offer versatility for groups and individuals, to encourage intrigue, exploration and reflection.
To download information about Making Energy Useful in printable, PDF format click here.
If you’d like to find out more about a specific product, or to see how the Science Museum could work with your organisation email our Commercial Development team at email@example.com.