Science Day
for grades 8–10
In this learning offer, we provide an exciting science day with a focus on programming and creation.
To get a Science Day, you must first order two of the teaching programs included in the offer. Write "Science Day" in the comments box under "Special Considerations" in your order.
Target group : 8.-10. steps
Number : Max. 28 students - the students work together in pairs
Duration : 3.5–4 hours depending on the program
Subject area : Programming, science, mathematics, creation
Curriculum : Click on the course offering to read more about the curriculum
In the event of non-attendance without cancellation seven days before the day of attendance, the client will be invoiced a fee of NOK 500.
What happens in this learning offer?
Bring your class to a coding and creation workshop. The workshop consists of two teaching sessions. The class will have a teaching session before lunch and after lunch. Students can explore the museum and science center before, between, and after the teaching sessions.
Description of the day:
The teacher will contact the reception upon arrival and will be given information about where and when the class will meet. The first teaching session starts at 10 am. The total duration of the course day varies depending on which teaching program is chosen after lunch. Each program lasts between 1-1.5 hours. More specific information about each program can be found in the list below.
Choose two of these layouts:
Get a taste of programming by creating a retro computer game! We create the game on the museum's computers, and the game can eventually be played on the students' own phones.
Curriculum:
Mathematics:
- explore how algorithms can be created, tested and improved using programming (8th step)
Arts and crafts:
- explore how digital tools and new technology can provide opportunities for forms of communication and experiences in creative processes and products (10th grade)
Technology and design:
- design and justify concepts for technological products (elective)
Science (core element technology):
- students should understand, create and use technology, including programming and modeling
By programming geometric shapes, students create code art on a sand printer. We use block-based programming similar to Scratch/MakeCode.
Curriculum:
Mathematics:
- explore how algorithms can be created, tested and improved using programming (8th step)
- describe, explain and present structures and developments in geometric patterns and in number patterns (grade 9)
Arts and crafts
- use programming to create interactivity and visual expressions (7th grade)
- explore how digital tools and new technology can provide opportunities for forms of communication and experiences in creative processes and products (10th grade)
By programming geometric shapes, students create code art on a sand printer. We use text-based programming, JavaScript or Python.
Curriculum:
Mathematics:
- explore how algorithms can be created, tested and improved using programming (8th step)
- describe, explain and present structures and developments in geometric patterns and in number patterns (grade 9)
Arts and crafts
- use programming to create interactivity and visual expressions (7th grade)
- explore how digital tools and new technology can provide opportunities for forms of communication and experiences in creative processes and products (10th grade)
Have you ever been fascinated or moved by the music when watching a movie? Take your class to The Norwegian Museum of Science and Technology and let your students explore sound with video.
Curriculum:
Music:
- Create and program musical sequences by experimenting with sound from different sources.
- Explore and convey musical experiences and experiences, and reflect on the use of musical instruments.
- Listen and try out different expressions and justify choices in creative processes from idea to finished result.
Arts and crafts
- Explore how digital tools and new technology can provide opportunities for forms of communication and experiences in creative processes and products.
How will artificial intelligence affect the future of our students? Give your students a playful and hands-on introduction to artificial intelligence at a level everyone can understand.
Curriculum:
Mathematics:
- explore how algorithms can be created, tested and improved using programming (level 8)
Social Studies:
- assess the ways in which different sources provide information on a social science topic, and reflect on how algorithms, unidirectional sources or a lack of sources can shape our understanding (10th stage)
- explore how technology has been and still is a factor of change, and discuss the impact technology has had and is having on individuals, society and nature (10th stage)
How can we conserve and use energy in an efficient way? In this teaching plan, the students are given a challenge that must be solved before the time runs out! Knowledge of energy and chemistry is put to the test. Which of the groups solves their challenge in the best way?
Science (core elements and competence targets after 10th grade):
- ask questions and make hypotheses about scientific phenomena, identify dependent and independent variables, and collect data to find answers
- explain energy conservation and energy quality and explore different ways of converting, transporting and storing energy
- understand how we use key theories, laws and models for, and concepts of, energy, matter and particles to explain our physical world.
Technology and design:
- justify choices of design, materials, tools and methods, and reflect on how safe and sustainable the choices are
Preparations
Our learning opportunities do not require any preparation, but it is always useful to prepare students for a museum visit. This can increase the learning outcomes from the museum activity and connects the classroom to the museum.
One of the teachers in the group approaches the reception. We will then register that you have arrived and you will be allocated a cloakroom space and possibly cabinet for locking up valuables.
Arrive at the museum no later than 10 minutes before the start of the program. Let us know if you will be delayed by phone. 22 79 60 00 . If you arrive late, the learning offer may be shortened or cancelled.
Click here to find the way to The Norwegian Museum of Science and Technology .
At The Norwegian Museum of Science and Technology the same rules apply as at school/kindergarten. We will
- be role models for each other
- be kind to each other and the exhibits
- use consensus
- don't run.
ATTENTION: Everything behind barriers must not be touched.
Then we all have fun and contribute to a good learning experience. If you decide that your group can visit the museum shop, the teacher must be present as long as some of the children are there.
You can eat the packed lunch in different places; in the cafe, at the reception and outside the museum entrance. It is not allowed to eat or drink in the exhibitions.
Kindergartens and schools can pay by cash/card on arrival or bring an invoice.
For invoices, you must include the requisition or resource number and invoice address.
We want you as a teacher to be active, participating and curious with the children during the visit. The students get the best results if they come prepared, so feel free to show the students pictures or the "INTROVIDEO", tell them about what will happen, and check whether there is associated pre- and post-work for the teaching plan
You as a teacher are responsible for the group during the entire visit.
Explainer is responsible for implementing the program. The teacher has overall responsibility for the students. You may be asked to help along the way.
Collaboration partners


