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Social Studies

  • Advanced Placement History Conference

    The National Museum of Play’s annual Advanced Placement History Conference focuses on social, cultural, and political history, and illuminates the historical processes of change and continuity in American life. Topics are derived annually from the national AP history exam and addressed by local college professors who engage students through dynamic seminars. Students are exposed to primary documents and in-depth discussions that foster critical thinking skills. Each full day of college-level presentations includes a provocative panel symposium, allowing students the opportunity to interact with speakers and connect with peers from other local high schools.

    Recent America: Culture, Politics, and Economics at the End of the 20th Century
    Your choice of one day: Monday, March 24–Friday, March 28, 2014 9
    a.m.–1:30 p.m
    .

  • Birth of an Industrial Nation

    What was it like to be an immigrant on a working assembly line? Students take on the role of a toy automobile factory president, efficiency expert, foreman, or line worker. They run time trials to explore the assembly-line process and discuss how mass production changed daily life.

    1 hour
    SS 1, SS 3, SS 4, SS 5
    View lesson extensions
  • Elmo's Neighborhood

    Who are the people and what are the things in your neighborhood? Students visit Can You Tell Me How to Get to Sesame Street to discover what a neighborhood is and how neighborhoods are interdependent as they identify people, places, and things. Students see how they are alike or different from other people and things in the neighborhood. This lesson also incorporates the Elmo’s World section of the Can You Tell Me How to Get to Sesame Street? exhibit.

    1 hour
    L.PK.4
    View lesson extensions
  • If Toys Could Talk about History

    Toys provide an important way for children to learn about society. Students compare and contrast toys made in the late 19th and early 20th centuries with those made today. They learn about the skills, values, and information gained through toys, such as how gender roles influence the nature of play.

    1 1/2 hours
    SS 1, RI.3.3, RI.4.3
    View lesson extensions
  • Innovations: A Brief History of Electronic Games

    Discover firsthand how electronic games have changed over time. After exploring the eGameRevolution exhibit and building background knowledge, students work in small groups to create visual timelines of how computer games, console games, arcade games, and handheld games have evolved over time. Pre-visit resource materials include references to online collections and museum blogs. Video game tokens are provided for free play.

    1 1/2 hours
    SS 1, RH.6.7, RH.7.7, RH.8.7, RH.9.7, RH.10.7, RH.11.7, RH.12.7
    View lesson extensions
  • Map It!

    Like real-life cartographers, students explore a territory before designing maps of their own. Using a variety of real map-making tools, students are challenged to create unique maps that communicate to others where they have been. They also put their map-reading knowledge in action as they navigate through the museum to a variety of exciting locations.

    1 hour
    SS 3
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  • Playthings and Pastimes from Long Ago

    What did children play with before the era of plastics, batteries, computers, and videos? Students visit One History Place to learn about early 20th-century America by role-playing the games and pastimes of this bygone era.

    1 hour
    SS 1, Arts 1
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  • X Marks the Spot

    Ahoy! Set sail on the good ship “Courageous,” then drop anchor in the adventure section of Reading Adventureland. Students work in small groups to create and follow maps, explore Reading Adventureland, and play a treasure hunt game. Using mapping techniques, students find hidden puzzle pieces to complete a map that will help them solve a mystery.

    1 hour
    SS 2
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Special Offerings

  • Advanced Placement History Conference

    The National Museum of Play’s annual Advanced Placement History Conference focuses on social, cultural, and political history, and illuminates the historical processes of change and continuity in American life. Topics are derived annually from the national AP history exam and addressed by local college professors who engage students through dynamic seminars. Students are exposed to primary documents and in-depth discussions that foster critical thinking skills. Each full day of college-level presentations includes a provocative panel symposium, allowing students the opportunity to interact with speakers and connect with peers from other local high schools.

    Recent America: Culture, Politics, and Economics at the End of the 20th Century
    Your choice of one day: Monday, March 24–Friday, March 28, 2014
    9 a.m.–1:30 p.m.

    Registration begins in December.

        

  • Advanced Placement Psychology Conference

    The National Museum of Play’s annual Advanced Placement Psychology Conference is based on topics derived from the College Board AP Psychology exam. Following a keynote introductory presentation, students participate in focus group seminars based on their selected topic of interest. Museum educators and undergraduates from the Psychology Department of Nazareth College help students develop critical thinking skills and apply higher-order thinking while engaging in an array of activities uniquely set amid museum exhibits. Students participate in college-level presentations and have the opportunity to interact with seminar speakers, as well as peers from other local schools. The full-day experience includes an hour for lunch and concludes with guided reflection. Students leave with in-depth knowledge about their chosen topic, a deeper understanding of their own attitudes and values, and suggestions about how to extend the learning back at school with their peers.

    Your choice of one day: November 21 or 22, 2013
    9 a.m.–1:30 p.m.

    Register today!

  • Field Days

    Museum educators can come to your school with custom-designed field day games and playful activities sure to energize students of all ages. Please call 585-263-2700 to learn more or to book a date.

  • Field Study Guides

    Field study guides are designed to help students explore the importance of play on their own. Students use the guides to investigate exhibits throughout the museum, make observations, and discuss their findings with peers.

    Field Study Guides are available on the following topics:

    • Child Development through Play
    • Play and Gender Roles
    • Why Do Children Play? (Birth to Age 6)
    • Playing to Learn Literacy
    • Playing to Learn Numeracy
  • Independent Study

    Customize an experience to best meet the needs and interests of your students. Schedule a day and time to explore the museum independently. Groups may add a 15-minute introduction to the museum presented by a museum educator.  

  • Monday Kicks

    The youngest museum guests learn, play, and explore at a different pace from older children. Pre-K and kindergarten groups can enjoy Monday Kicks’ fun experiences and delightful early childhood activities one Monday each month (October through June). Designed by museum educators, this series helps teach little ones important skills through play.

    Programs take place from 10 a.m. to 2 p.m.

    • October 7, 2013: Build It!
    • November 4, 2013: Let’s Create
    • January 13, 2014: ABCs and 123s
    • February 10, 2014: Celebrate Friendship
    • March 3, 2014: Fairy Tale Fun
    • April 7, 2014: Animal Pals
    • May 5, 2014: Spring into Action
    • June 9, 2014: Let’s Move, Let’s Play

Health, Family and Consumer Science

  • Advanced Placement Psychology Conference

    The National Museum of Play’s annual Advanced Placement Psychology Conference is based on topics derived from the College Board AP Psychology exam. Following a keynote introductory presentation, students participate in focus group seminars based on their selected topic of interest. Museum educators and undergraduates from the Psychology Department of Nazareth College help students develop critical thinking skills and apply higher-order thinking while engaging in an array of activities uniquely set amid museum exhibits. Students participate in college-level presentations and have the opportunity to interact with seminar speakers, as well as peers from other local schools. The full-day experience includes an hour for lunch and concludes with guided reflection. Students leave with in-depth knowledge about their chosen topic, a deeper understanding of their own attitudes and values, and suggestions about how to extend the learning back at school with their peers.

    Your choice of one day: November 21 or 22, 2013
    9 a.m.–1:30 p.m.

    Register today!

  • Fashions, Foods, and Fads: Exploring Geography

    How would our lives be different if we could only buy foods native to New York State? This and similar questions are the focus of a museum-wide quest where students work in teams to gather data about the things they use each day. After collecting the data, each team creates a graphic representation of its findings and leads a discussion about interdependence around the globe.

    1 1/2 hours
    SS 3, Arts 1, SL.6.4, SL.7.4, SL.8.4, FCS 3
    View lesson extensions
  • Health Nuts

    What foods do we need every day to be healthy? Meet Francine, a life-size puppet who can’t keep up with the kids at recess and falls asleep during school. What can she do to have more energy? Students take on the challenge of helping Francine become healthy. Using the USDA's “MyPlate” food guide, students shop in Wegmans Super Kids Market and have fun packing a healthy lunch for Francine. Together, Francine and her new friends learn a “Fit as a Fiddle” cheer to help them remember what it takes to be healthy.

    1 hour
    Health 1, Arts 1
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  • Healthy Beginnings

    Students use dramatic play, movement, and math skills to determine what foods keep people healthy and strong. Dressing in the colors of the symbols from the USDA’s “MyPlate” food and exercise guide, students discover what each symbol reveals about healthy eating. After shopping in Wegmans Super Kids Market, students create healthy and balanced snacks by playing an interactive food group game.

    1 hour
    Health 1, PK.MD.2, K.MD.2
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  • Learning through Play

    Play supports all areas of a child’s development—cognitive, social, emotional, and physical. This experience includes an introduction to child development, discussion about learning through play, and opportunities for students to explore, “kid-watch,” and play in the museum exhibits. Students use a graphic organizer to document findings. Observations can be used back in the classroom in a variety of ways depending on the nature of the coursework being studied.

    1 1/2 hours
    FCS 2, FCS 3, W.9.2, W.10.2, W.11.2, W.12.2
  • Let's Move! Theme Day

    Students get a workout as they visit a variety of heart-healthy stations in the museum and learn how to develop healthy habits for the summer ahead! Students challenge friends in a miniature golf tournament, stretch their understanding of anatomy with yoga for kids, strengthen their cooperation skills with playground games, develop an understanding of nutrition by planning a healthy menu, and more.

    Health 1, Arts 1

    Pre-K through Grade 2
    June 6, 10, and 11, 2014

    Grades 3 through 5
    June 12 and 13, 2014

    View lesson extensions
  • NEW! Exploring the Playful Learning Approach of Woodbury Preschool

    Explore how the museum’s Woodbury Preschool implements the Reggio Emilia approach to early childhood education. Visit the preschool environments and explore documentation of project work. Learn how student interests lead to emergent projects and examine the role of the teachers, the environment, and parent involvement in a preschool that demonstrates how learning happens through play.

    1 1/2 hours
    FCS 2, FCS 3, W.9.2, W.10.2, W.11.2, W.12.2
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Math

  • Bear Bucks: Beginning Economics

    The Berenstain Bears: Down a Sunny Dirt Road exhibit provides a bustling environment with Mama Bear’s Quilt Shop, Papa Bear’s Woodworking Shop, the Bear Family Restaurant, Farmer Ben’s Farm, and Dr. Bearson’s Dentist Office. Using Bear Bucks withdrawn from the bank, students role-play the parts of business owners and consumers. This is a fun way for students to apply basic math skills of dollar denominations, adding, subtracting, and beginning multiplication.

    1 hour
    K.CC.2, 1.OA.1, 1.OA.2, 1.OA.5, 2.OA.1, 2.OA.2, CDOS 2
    View lesson extensions
  • Math Strategy Party

    Students learn to apply math strategies to a real-world situation in Wegmans Super Kids Market. They work in small groups to plan a party using the math strategies of their choice. They watch for coupons and sales to help them stay within a budget. Groups share the math processes that led them to their final plans. (Call the museum in advance to have this lesson aligned with specific Common Core concepts being addressed in your classroom.)

    1 hour
    3.OA.1, 3.OA.2, 4.OA.1, 4.OA.2, CDOS 2
    View lesson extensions
  • Playing with Math: A “Beary” Fun Day

    Preschoolers are natural math buffs! Sorting, counting, and creating patterns are part of their world. Math is everywhere as they walk down Main Street in the Berenstain Bears: Down a Sunny Dirt Road exhibit. Preschoolers warm up with fun-filled, math-inspired movement activities. Playtime engages them in one-to-one interaction in the Bear Family Restaurant, sorting and matching activities at Farmer Ben’s Farm, and pattern-making activities in Mama Bear’s Quilt Shop. The lesson ends with a song about their pre-math play in the exhibit.

    1 hour
    PK.G.3
    View lesson extensions

Language Arts

  • Caped Crusaders: Character Development and Comic Book Heroes

    What makes a character like Wonder Woman or Batman jump off the page? Students explore the American Comic Book Heroes: The Battle of Good vs. Evil exhibit and examine the differences between flat, blank-slate characters and round, fully-developed characters. Students then create their own comic book character and flip a coin to determine whether the character is good or evil. The importance of conflict in character development is discussed.

    1 hour
    Arts 1, RL.3.3, RL.4.3
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  • Debate for a Day

    Have changes in technology changed the way people play? Are electronic games beneficial or detrimental to learning? Does Barbie symbolize what it means to be an American woman? Do comic books encourage violence? While researching and debating questions like these, students develop important skills. Following a brief discussion about the art of debate, students actively use primary-source documents and hands-on experiences to develop arguments either for or against selected propositions. Students work in teams to gather and present information that supports their case.

    2 hours
    SL.6.1, SL.6.3, SL.6.4, SL.7.1, SL.7.3, SL.7.4, SL.8.1, SL.8.3, SL.8.4, SL.9.1, SL.9.4, SL.10.1, SL.10.4, SL.11.1, SL.11.4, SL.12.1, SL.12.4
    View lesson extensions
  • ELA Skill Building Theme Day

    Students talk, laugh, listen, write, and play with ELA skills while exploring museum exhibits for inspiration. Mini-lessons are facilitated by museum educators throughout the exhibits and focus on the following 6+1 Traits of Writing: sentence fluency, ideas, word choice, and voice. Students receive personalized ELA skills handbooks to take back to school.

    CCR.3.11, CCR.4.11, CCR.5.11, RL.3.11, RL.4.11, RL.5.11, RI.4.1, RI.5.1, CCL.3.3, CCL.4.3, CCL.5.3, CCL.3.4, CCL.3.5, CCL.4.4, CCL.4.5, CCL.5.4, CCL.5.5, L.3.3, L.4.3, L.5.3

    November 6, 2013 SOLD OUT
    November 8, 2013

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  • Electronic Game Quest

    Gather facts and information to address some of the essential questions embedded in the eGameRevolution exhibit: How is playing an electronic game similar to or different from previous types of play? Who plays electronic games? What is the educational impact of electronic games? Students have the opportunity to learn and develop public speaking skills as they present their findings to their peers. Pre-visit resource materials include references to online collections and museum blogs. Video game tokens are provided for free play.

    2 hours
    SL.6.1, SL.6.4, SL.7.1, SL.7.4, SL.8.1, SL.8.4, SL.9.1, SL.9.4, SL.10.1, SL.10.4, SL.11.1, SL.11.4, RST.6.7, RST.6.8, RST.6.9, RST.7.7, RST.7.8, RST.7.9, RST.8.7, RST.8.8, RST.8.9, RST.9.7, RST.9.8, RST.9.9, RST.10.7, RST.10.8, RST.10.9, RST.11.7, RST.11.8, RST.11.9, RST.12.7, RST.12.8, RST.12.9
    View lesson extensions
  • Ernie's Alphabet

    Ernie has lost his letters! Students help Ernie find his letters by using environmental clues to point the way to where they are hidden in the Can You Tell Me How to Get to Sesame Street exhibit. During their search, students practice letter identification and letter-sound recognition. This lesson can be expanded to include word-building and word-play.

    1 hour
    RF.PK.1, RF.K.3
    View lesson extensions
  • Fairy-Tale Fantasy Theme Day

    Literature comes alive and students get the royal treatment as they make fairy-tale costumes and crafts for the Royal Ball! Students meet the Queen of Play, dance in the banquet hall with lords and ladies from the Queen’s court, play knights and dragons, and practice bow and arrow skills in Sherwood Forest. Students leave the museum happily ever after.

    Arts 1, Arts 2, RL.PK.2, RL.PK.3, RL.PK.4, RI.K.10, RL.K.11, RL.1.11, RL.2.11, SL.K.1, SL.K.6, SL.1.1, SL.1.6, SL.2.1, SL.2.6

    February 26, 27, and 28, 2014

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  • Inside Stories: Unmasking the Superhero

    After exploring the concept of character development in the American Comic Book Heroes: The Battle of Good vs. Evil exhibit, students consider the everyday challenges that superheroes face. Students investigate with their peers what it might really be like “behind the mask” and then develop their own heroic dialogue bubbles in an activity sure to strengthen reading and writing skills.

    1 hour
    W.5.3, W.6.3, W.7.3, W.8.3, SL.6.2, SL.7.2, SL.8.2, Arts 1
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  • Making Connections with the Berenstain Bears

    This playful introduction to the strategy of making connections enhances reading comprehension. Using guided activities set in the Berenstain Bears: Down a Sunny Dirt Road exhibit, students discover self-to-exhibit connections between their own background knowledge and the things they see and do in Bear Country. Students also browse Berenstain Bears books and share the self-to-text connections.

    1 hour
    RL.1.11, RL.2.11
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  • Once Upon a Time…

    Transform into a character from one of six stories in the dramatic fairy-tale section in Reading Adventureland: Little Red Riding Hood, The Three Bears, Jack and the Beanstalk, Three Billy Goats Gruff, Three Little Pigs, or Cinderella. Students become the cast as they select a setting, retell, and reenact one of the above classic tales.

    1 hour
    RL.K.1, RL.K.2, RL.1.1, RL.1.2, RL.2.1, RL.2.2, Arts 1
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  • Playing with Setting: Literacy Foundations

    Students analyze the importance of using detail to describe a story's setting while exploring different literary genres in the Reading Adventureland exhibit. Students then work in small groups to create a story comparing key elements such as setting, character, and plot. Students perform the stories and discuss findings with peers before leaving with new inspiration to continue writing back at school.

    1 hour
    CCR.3.3, CCR.3.5, CCR.3.11, CCR.4.3, CCR.4.5, CCR.4.11, CCR.5.3, CCR.5.5, CCR.5.11, W.3.11, W.4.11, W.5.11, Arts 1
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  • Sleuth School

    Students attend a class in Reading Adventureland's Mystery Mansion School of Artful Sleuthing to learn and practice the skills literary detectives such as Nancy Drew and Sherlock Holmes use to solve mysteries. Students need sharp eyes and quick minds as they make careful observations, collect and interpret evidence, discover relationships, and draw conclusions.

    1 hour
    ST 1, ST 7, CCR.3.11, CCR.4.11, CCR.5.11
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  • Spellbinders: The Wizardry of Words

    Why do we call a captivating book “spellbinding?” Perhaps it’s because writers weave words in the same way that sorcerers cast spells. In this entrancing experience, students explore how great fantasy writers create worlds with words and use techniques that transport us to new places. Students use excerpts from classic fantasy literature to guide their exploration of the fantasy section in Reading Adventureland. Then they try their hand at creating fantastic worlds of their own through the wizardry of words.

    1 hour
    W.3.3, W.4.3, W.5.3, RL.3.4, RL.3.5, RL.4.4, RL.4.5, RL.5.4, RL.5.5
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  • Who Dunnit?

    A mystery at the Mystery Mansion needs to be solved and your students are the detectives! Through deductive reasoning, prediction, mapping skills, and collaboration, detectives use their clues to crack the code of “Who Dunnit?” in the captivating mystery section of Reading Adventureland.

    1 hour
    RL.K.1, RL.K.3, RL.1.1, RL.1.3, RL.2.1, RL.2.3
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  • Wings of Fantasy

    Inspired by the fantastical costumes in the Wizard’s Wardrobe, a magic wand, or an original potion created in the Alchemist’s Laboratory in the fantasy section of Reading Adventureland, students develop a fantasy character. The Wing Shop by Elvira Woodruff fuels creative imaginations as students decide on their character’s source of magical power, good deeds, and method of travel to unknown places.

    1 hour
    RL.K.1, RL.K.3, RL.1.1, RL.1.3, RL.2.1, RL.2.3, Arts 1
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STEAM

  • Engineering, Play, and Design

    Teachers become the observers as students actively engage in problem-solving, team-building, and engineering-design activities inspired by play. Students use state-of-the-art interactives in the Field of Play exhibit to tackle several fun and open-ended problems using critical thinking and effective communication skills, as well as innovative design solutions. This experience is all about teamwork!

    2 hours
    ST 1, ST 5, ST 7
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  • NEW! Animation Apprenticeship

    Students are introduced to the art and technology of animation as they explore the Animation exhibit. Students design, engineer, and create their own animations while learning how animation developed over time and how it works. They record their findings about the animation processes that interest them most so they can continue studying the subject back at school. 

    1 hour
    ST 1, ST 5 , Arts 1, Arts 2, FCS 2

    Offered February 3 through April 11, 2014 only.

    View lesson extensions
  • NEW! Game Design: An Interdisciplinary Journey

    This interdisciplinary lesson helps students connect the dots between the games people have played over three centuries and the advances made in game design and technology today. After an in-depth exploration of the new Game Time! exhibit—including the opportunity to study board games, role-playing games, and puzzles—students record their findings and reflect on what they have learned. 

    1 hour
    ST 1, ST 6, SS 1, MD.4.4
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  • NEW! Little Builders Expedition

    Grab a tool belt and join in playful learning about the science of construction. Children become master builders, scientists, and architects as they create, play, and learn in this interactive expedition. Students explore concepts related to building, playing with air, and simple machines at the Construction Site, Tool Wall, and other hands-on activities in the Little Builders exhibit.

    1 hour
    ST 1, RI.PK.10, RI.K.10

    Offered September 30 through December 20, 2013 only.

    View lesson extensions
  • STEAM in Action Theme Day

    Using specially designed learning stations throughout the museum, students deepen their understanding of important science, technology, and math concepts through the arts. Students engage in creative problem solving, flexible thinking, and risk-taking experiences designed for a range of skill levels. Students build bridges, test hypotheses, crunch numbers, design mathematical creations, and more.

    CCR.3.11, CCR.4.11, CCR.5.11, RI.3.11, RI.4.11, RI.5.11, CCL.3.3, CCL.4.3, CCL.5.3, CCL.3.4, CCL.3.5, CCL.4.4, CCL.4.5, CCL.5.4, CCL.5.5, L.3.3, L.4.3, L.5.3

    January 29, 30, and 31, 2014

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Science

  • Garden Science Exploration

    Students investigate garden science in and around the museum. Using real-life specimens and non-fiction books for inspiration, students learn how to record their observations with drawings and labels. Students develop questions and theories as they share their thinking in a science talk, a discussion protocol that offers teachers a unique way to get students speaking scientifically.

    1 1/2 hours
    ST 1, ST 4, SL.3.1, SL.4.1, SL.5.1, Arts 1, RI.3.7, RI.4.7, RI.5.7
    View lesson extensions
  • Junior Garden Science Exploration

    Students observe plants and animals and develop questions and theories about living things in the museum's gardens. Using non-fiction books for inspiration, students learn how to record their observations with drawings and labels. Students share their thinking in a science talk, a discussion protocol that offers teachers a unique way to get students speaking scientifically. 

    1 1/2 hours
    ST 1, ST 4, RI.1.7, RI.2.7, Arts 1
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  • NEW! Garden Science Theme Day

    Explore the wonders of garden science through engaging hands-on activities. Observe, sketch, and analyze garden specimens. Check out live garden creatures such as millipedes, meal worms, cockroaches, and spiders, and meet the museum’s entomology staff. Hop, wiggle, and fly through a bug-themed obstacle course. Stroll through the museum’s outdoor Discovery Garden or add a Dancing Wings Butterfly Garden tour ($4 additional per person). 

    Arts 1, ST 1, ST 4, RI.K.1, RI.1.1, RI.2.1, RI.3.1

    May 1316, 2014

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  • Playing with Physics

    This science-based experience is designed to help students put their knowledge of physics (and play!) into action. Students make observations and explain their thinking as they investigate the forces at work in the Field of Play exhibit. This experience allows students to work with and demonstrate their understanding of some basic concepts in physics.

    1 1/2 hours
    ST 1, ST 4, ST 5, ST 7
    View lesson extensions
  • Predators and Protection for Junior Scientists

    Students enter the fabulous Dancing Wings Butterfly Garden with a palette of colors, a keen eye for design, and a splash of curiosity, and return with some surprising discoveries! Students explore the ways butterflies protect themselves by observing butterflies in action. Students then become predators and protectors themselves as they learn and play through a movement game that brings the colorful and amazing art of the butterfly world alive.

    1 1/2 hours
    SL.1.1, SL.2.1, Arts 1, ST 1, ST 4
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  • Predators and Protection: The Art of the Butterfly

    Students enter the fabulous Dancing Wings Butterfly Garden with a palette of colors, a keen eye for design, and a splash of curiosity, and return with some surprising discoveries! Students explore the ways butterflies protect themselves by observing butterflies in action. Students then become predators and protectors themselves as they learn and play through a movement game that brings the colorful and amazing art of the butterfly world alive.

    1 1/2 hours
    ST 1, ST 4, SL.3.1, SL.4.1, SL.5.1, SL.6.1, SL.7.1, SL.8.1, Arts 1
    View lesson extensions
  • Rainbow Reef: Exploring Aquatic Diversity

    Rainbow Reef aquarium may look like just a home for myriad exotic fish, but there are more than 65 different organisms living within this coral wonder. Using methods of scientific inquiry, students sort, observe, and analyze data to understand and appreciate the diversity of aquatic life in the museum's salt-water aquaria. Students share their thinking in a science talk, a discussion protocol that offers teachers a unique way to get students speaking scientifically. 

    1 1/2 hours
    SL.3.1, SL.4.1, SL.5.1, ST 1, ST 4, Arts 1, RI.3.10, RI.4.10, RI.5.10
    View lesson extensions
  • Very Hungry Butterflies

    What do butterflies do when they are hungry? Students explore this and other questions as they observe real butterflies in Dancing Wings Butterfly Garden. Eric Carle’s book, The Very Hungry Caterpillar, is the springboard for this imaginative experience. Children focus on the butterfly stage of the life cycle and take on the role of butterflies in a fun movement activity.

    1 hour
    RI.PK.2, RI.K.2, RI.1.2, ST 4, Arts 1
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