School Programs

Eli Whitney Museum

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Hands on Stories

Listen, look, and build. We offer a whole library of projects to help our students get in touch with famous stories.

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Measure Mobile

Sand, assemble and decorate the wheels, axles, chassis and driver of a wooden downhill racer. Then experiment. Measure the distance it travels from the end of its track. Change the pitch of the track and measure again. Change the weight of the car and measure again. An intro to numbers as the voice of science.

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House of Straw, Sticks or Bricks

Construct a basic shelter. Choose walls and roof. Consider what materials are available where. Build a family. Consider the problems your walls will protect them from: rain, snow, heat, fire, winds, floods, mice, bugs or wolves.

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Balancing Circus

The Circus explores the art and science of balance, forces, center or gravity and performance. Conceived with a nod to artist /engineer Sandy Calder, each circus tests classic experiments at work. Expands STC curriculum.

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Catapult

Explore the ancient and challenging mechanics of catapults. Rubber bands power this model. Safe for people and places when used with the ping pong ball provided. Make Happy Birds and fling them with accuracy.

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Hill Quest

Wheels, axles, chassis parts, connectors and rubber bands are the basic components of each kit that allows students to construct cars that sprint or creep to the top of a wooden ramp…jousting with another student’s car. Challenge: Beat your opponent to the top of the three foot ramp and hold your ground. The project tests all the dynamics of Force and Motion and tests planning and problem solving.

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Building Bugs

Consider the parts of a bug. Six legs, eyes, abdomen, antennae, wings (or not), spiracles, color to hide (or not). Study models and pictures and construct your own bug to understand the names and purposes of the parts.

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Bridges

Bridges are a natural laboratory of engineering: they test the strength of materials and the durability, connections, patterns of distributing loads, shifting loads and environments. Construct model bridges that help you identify the many challenges that bridges must master.

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Dexterity Games

More than a century ago Mark Twain marveled that, surrounded by a world of inventions, children devoted their time to games: handheld marble games, to be specific. Those games still appeal. Design a game with it’s beginning middles and end. Hammer in pegs. Stretch a web of rubber bands. Play. One marble is not a challenge. Three marbles become a game.

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Environmental Design: Birdfeeder

Feeders influence the world of birds. You must understand the habits and needs of the birds you wish to help. Which seeds are most nutritious? Which bird likes which seed? Are there things that I should not serve? Where should I locate the feeder? So many birds, so many rules you need to understand.

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Drawing Machine 2017

Build a remarkable drawing machine from 1913 adapted by Senior Apprentice Angus Macmullen and Educator Josh Revkin and since their first adaptation, it's been revised two more times. We will teach you some ways to program it. Then you will go on to invent your own programs. The possibilities are infinite. Add color and shadows.

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